Contents

New Descriptors
Magma
Radiation
Smoke
New Spells
Bard Spells
0 | 1 | 2 | 3 | 4 | 5 | 6
Cleric Spells
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
Druid Spells
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
Elementalist Spells
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
Naturalist Spells
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
Ranger Spells
1 | 2 | 3 | 4
Sorcerer and Wizard Spells
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
New Psionic Powers
Psionic Mantles
Balance | Dream | Pleasure | Technology
Changed Mantles
Psion and Wilder Powers
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
Psion Discipline Powers
Egoist (Psychometabolism) | Kineticist (Psychokinesis) | Nomad (Psychoportation)
Seer (Clairsentience) | Shaper (Metacreativity) | Telepath (Telepathy)
Psychic Warrior Powers
1 | 2 | 3 | 4 | 5 | 6
Soulknife Powers
1 | 2 | 3 | 4
New Warlock Invocations
Alienoid Warlock Invocations
Least | Lesser | Greater | Outer
Celestial Warlock Invocations
Least | Lesser | Greater | Empyreal
Fiendish Warlock Invocations
Least | Lesser | Greater | Dark


New Descriptors

Many Taeran spells and powers have descriptors not found in other books. These descriptors primarily affect certain feats and prestige classes, and have little actual game effect, but are listed below for easy reference. Within each descriptor section, all spells and psionic powers with that descriptor are listed in alphabetical order. Since spells and psionic powers frequently have different levels for different class lists, no levels are listed next to them in the lists below.

Magma

Alpha's Firefall Plume of liquid fire which strikes all in a 30-foot radius for 2d6 fire damage, and can strike any one creature within 60 feet for 4d10 damage. Plume lasts 1 minute.
Aukloi's Metal Melt Melts metal object without heat.
Chains of Vengeance Subject rendered helpless; takes fire damage each round.
Eruption Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level.
Fireflow* Control fire for 1 minute/level.
Groundmelt 10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level.
Mass Eruption Deal 20d6 damage in a 50-foot radius, for 1 minute/level.
Melt Melt ice and snow or deal 2 points of damage/level (max 10) to cold creatures.
Spark Creates a tiny spark.

Radiation

Alpha's Aurora Borealis Ring of light, 1-foot/level radius, which fascinates 2 HD/level of creatures that view it, and deals damage to any that touch it.
Continual Flame Makes a permanent, heatless torch.
Control Light Adjust light levels up or down.
Corpse Candle Incorporeal hand and candle reveals hidden creatures and objects.
Darkfire As Produce Flame, but dark flames visible with Darkvision.
Dark Flames Creates a flame of darkness that grants darkvision.
Fiery Eyes Your eyes glow, illuminating area; focusing beams causes ignition.
Gamma Burst Concentrated burst of intense radiation fills area for an instant.
Gammacleanse Permanently reduces radiation in area to harmless levels.
Gamma Zone Fills area with dangerous radiation for 1 day/level.
Glow Ghostly greenish-purple radiance causes fear.
Handfire Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.
Nystul's Radiant Arch@ Rainbow between your hands can shoot rays of various color, causing different effects, at enemies.
Otiluke's Radiant Screen Colorful wall causes damage to creatures passing through it, of a type based on its color.
Prismatic Eye Orb produces individual prismatic rays as touch attacks.
Reverse Vision Dark becomes light, and colors reverse for subject.
Shadowblast Flash of light destroys all links to the Plane of Shadow in its area, and stuns natives of that plane.
Static Veil Area resists scrying attempts.

Smoke

Bottle of Smoke Creates a steed made out of smoke.
Cloudkill Kills 3 HD or less; 4 to 6 HD save or die.
Cloud of Doom Poisonous cloud forces all within to save or die.
Crawling Darkness Cloud of tentacles provides concealment, skill bonuses, and several defenses.
Doomtide Black mist obscures vision, dazes creatures.
Filter Makes subject resistant to inhaled toxins.
Fire Eyes You see through natural fire, smoke, and fog.
Flicker You randomly vanish and reappear in flashes of smoke and flame for 1 round/2 levels.
Fog Cloud Fog obscures vision.
Gas Cloud Creates invisible gas that can explode for 1d6 damage/level.
Gaseous Form Subject becomes insubstantial and can fly slowly.
Gaze Screen Subject has a 50% chance to avoid gaze attacks.
Glitterdust Blinds creatures, outlines invisible creatures.
Gloom Creates an area of shadowy "light" around a touched object.
Incendiary Cloud Cloud deals 4d6 points of fire damage/round.
Miasma Gas cloud suffocates target.
Miasma Fog Cloud of fog deals 1d4 subdual damage/level.
Mind Fog Subjects in fog get -10 WIS, Will checks.
Pyrotechnics Turns fire into blinding light or choking smoke.
Smoke Image Creates minor illusion of your design, out of smoke.
Smoke Ladder Smoke transforms into ladder up to 10 feet long/level.
Stinking Cloud Nauseating vapors, 1 round/level.


New Spells

Spells are listed within each table at the level they appear on, for that core class. Prestige Classes may have access to a new spell, but no Prestige Class spell lists are so far given here.
Spells marked with blue asterisks (*) in the lists below appear only on the spell lists of those who use Wild Magic instead of Structured. Those marked by the @ symbol, by contrast, appear only on the class lists of those who use Structured magic, and are unavailable to Wild casters. See the Rules document for further explanation.

Bard Spells

0th Level
Dowsing Locates nearby sources of potable water.
Easy Math Allows instant counting and distance calculation.
Fine-Tuning Makes an instrument masterwork; +2 on Perform checks.
Ghostharp Object records, plays a song at your command.
Minor Disguise Makes slight changes to your appearance.
Percussion Creates illusory drum accompaniment.
Sneeze Causes target to sneeze.
Songbird Perform and gain +1 on your next CHA check.

1st Level
Ambient Song Masks bardic music effects as other sounds.
Amplify Lowers Listen DC by 20.
Aukloi's Quiet Contemplation Causes enemies to grow passive and philosophical.
Belgos's Iron Horn Intense vibrations trip those in area.
Braveheart Melody Increases Inspire Courage ability to +4/+2.
Cheat Caster rerolls when determining the success of a game of chance.
Clean Cleans grime and dirt from one object or person.
Detect Gold Detects gold or other metals.
Detect Psionics Detects powers and psionic items within 60 feet.
Disappear Caster becomes invisible for 2 rounds.
Disquietude Target avoids physical contact with others.
Distort Speech Target's speech becomes unintelligible; hampers spellcasting.
Flash Causes a flash of light that blinds enemies.
Focusing Chant Improves concentration; +1 on attack rolls or selected checks.
Guilt Cause a non-Good creature to pause for thought.
Herald's Call Shout dazes those within 30 feet.
Joyful Noise Negates magical Silence.
Know Protections Determine target's defenses.
Lullaby Makes subject drowsy; -2 on Spot and Listen checks, and Will saves against Sleep.
Quick Sober Cures the target of alcoholic or other intoxication/drunkenness.
Rabbit Feet Gives +2 bonus/level to Move Silently.
Shade's Sight Creature touched may look from nearby shadows.
Silent Sound Ranged touch attack, 1d6/level of sonic damage (max 5d6).
Sorrow Subject takes -3 penalty on attacks, saves, and checks.
Steal Sleep Transfers need to sleep to target creature.
Unlight Prevents normal light from illuminating.

2nd Level
Addiction Subject becomes addicted to a drug.
Alibi Distorts memories of witnesses.
Arrow Flurry Transforms a single fired arrow into three.
Battlecry Cone area effect that stuns opponents.
Circle Dance Indicates direction to known individual.
Cloud of Bewilderment Stun and blind targets.
Crescendo Grants increasing bonus on attack rolls.
Dance of Ruin Nondemons take 2d20 damage.
Death's Eyes View the last minutes of a corpse's life from its view.
Dolomar's Force Wave Pushes away surrounding objects and creatures.
Eagle's Splendor Subject gains 1d4+1 CHA for 1 hour/level.
Ehkahk's Prank Confuses the magic of a spellcaster, causing him/her to discharge the wrong spell.
Ever Scent Creates an illusory smell.
Extract Drug Creates drug from inanimate object.
Fortissimo Doubles volume of sound; +2 on save DCs and +1d6 damage for sonic attacks.
Fox's Cunning Subject gains 1d4+1 INT for 1 hour/level.
Gloom Creates an area of shadowy "light" around a touched object.
Harmonize Pools talents of multiple Bards to grant one of them extraordinary ranks in Perform.
Intoxicate Causes intoxication ability penalties and possible unconsciousness.
Owl's Wisdom Subject gains 1d4+1 WIS for 1 hour/level.
Nightmare Lullaby Target is confused as long as you concentrate +2 rounds.
Phantom's Howl Cry that causes foes to be shaken, stunned, or paralyzed.
Portal Alarm As Alarm, but specifically wards a dimensional or planar portal.
Rend the Sovereign Soul Weakens victim's Will to resist.
Song of Festering Death Subject takes 2d6 damage per round while caster concentrates.
Song of Heroes Bardic song gives allies +3 to attack, damage, and saving throws.
Summon Instrument Conjures one instrument of the type the caster favors.
Wave of Grief All within cone take -3 penalty on attacks, saves, and checks.

3rd Level
Analyze Portal Detects and analyzes portals within 60 feet.
Assassin's Senses Increases caster's critical threat range and multiplier by one.
Blunt Weapon Halves base damage of slashing or piercing weapons.
Curse of Mob Make a person deathly afraid of something harmless.
Curse of the Putrid Husk Subject is unconscious for 1d10 minutes.
Dirge of Woe Causes nearby creatures to lapse into despair.
Dragonskin Your body is covered in dragon scales, granting you armor and energy resistance.
Greater Sleep As Sleep, but affects more creatures.
Haunting Tune 1 target/level becomes Shaken.
Healthful Slumber Doubles natural healing rate.
Hymn of Praise Grants +1 caster level to Good-aligned divine spellcasters.
Improved Alarm As Alarm, but can detect extraplanar intruders.
Infernal Threnody Grants +1 caster level to Evil-aligned divine spellcasters.
Masochism For every 10 hp damage caster takes, he or she gains +1 on attacks, saves, and checks.
Mind Raid Allows reading of deep thoughts.
Portal Chant Teleport target to random safe place within 100 feet.
Puppeteer Target mimics your actions.
Reveille Target dead creature speaks a short sentence about what caused its death.
Sadism For every 10 hp damage caster deals, he or she gains +1 on attacks, saves, and checks.
Stunning Screech All within 30 ft. are stunned for 1 round.
Unbuckle Unfastens all buckles in area.
Weapon of Impact As Keen Edge, but aids blunt weapons.
Wounding Whispers Sonic aura damages foes that strike you.
Zaekoisy's Translator Gives complete understanding of one language.

4th Level
Allegro Doubles speed and maximum jumping distance.
Choir Creates illusory accompanists; +2 on Perform checks.
Drinking Song Intoxicate subjects in target area.
Ethereal Mount Quasi-real mount reduces travel time on the Ethereal Plane.
Follow the Leader Causes 1 HD/level of creatures to follow.
Ghostdweomer Creates a phantom dweomer around a spell or magic item to foil Dispel Magic attempts.
Harmonic Chorus Increases save DCs of target's spells by 1d4+1 and damage dealt by such spells by +1/die.
Improved Portal Alarm As Portal Alarm, but for 8 hours/level, and the recipient of the alarm (not necessarily you) receives more information.
Know Vulnerabilities Determine target's vulnerabilities and resistances.
Listening Coin Allows remote eavesdropping.
Mind Over Matter Aids concentration to ignore distractions.
Song of Lyre Bardic song aids divine spell recovery.
Spectral Weapon Creates a quasi-real weapon.
Speechlink You and the target can verbally communicate at any distance.
Stone Shatter Shatter a stone object or creature.
Strife Victim sees allies as deadly enemies.
War Cry You gain +2 morale bonus on attacks and damage, plus panic melee opponents.
Zone of Silence Keeps eavesdroppers from overhearing conversations.

5th Level
Doomwail Victims must make Will saving throws or be deafened or paralyzed.
Improvisation Applies +2 points/level of luck bonuses to selected checks or attacks.
Inquisition Target must answer three questions truthfully.
Morality Realized Subject becomes good.
Morality Undone Subject becomes evil.
Otto's Resistable Dance Makes listeners dance; -2 penalty to AC, Will saves, Concentration checks, and Spellcraft checks.
Quelabi's Dance of Seduction Charms all who view the dancer.
Revive Ally Slain ally is restored to life for 1 minute/level.
Song of Discord Forces targets to attack each other.
Soul Shackles Imprisons soul of dead creature in talisman, from which caster can question it.
Wail of Doom Forces target to flee; 1d4 damage per caster level, -2 penalty on saving throws.

6th Level
Bestow Greater Curse Subject takes -6 penalty to two abilities; -8 penalty on attacks, saves, and checks; or 75% chance of taking no action.
Cacaphonic Shield Immobile shield blocks sound, deflects missiles, deals 1d6 +1/level and deafens intruders.
Declaration of Death Convinces a single creature that it has died.
Dirge of Doom Enemies suffer 2 points of STR and DEX damage per round.
Fanfare Stuns and deafens targets; deals 4d6 damage to creatures and 2d6 damage to objects.
Great Shout Devastating yell deals 20d6 sonic damage; stuns creatures, damages objects.
Insidious Rhythm Implants melody in subject's mind; -4 penalty on INT-based skill checks, requires Concentration checks for spellcasting.
Midnight's Reverse Illusion A real object is cloaked by illusion.
Protege Grants another creature bardic abilities.
Seal Gate Permanently seals a Gate or extradimensional portal.
Song of Champions Bardic song gives additional temporary feats.
Sympathetic Vibration Inflicts 1d10 damage/round on a freestanding structure.
Wave of Pain Stuns all within cone for 1 round/2 levels.

Cleric Spells

Note: New clerical Domains are listed in the Gods and Religion document.

0th Level
Bleeding Disease Initiates a contagious sickness in a random individual.
Clean Cleans grime and dirt from one object or person.
Clock Gives time of day down to the second.
Detect Disease Detects disease in one creature or object.
Minor Dark Cure Subject gains 1 temporary hit point; subject must save or be unaffected by healing.
Preserve Organ Protects one detached organ from decay for 24 hours.
Quick Sober Cures the target of alcoholic or other intoxication/drunkenness.
Shagrox's Skull Snare A single skull guards an area for you.
Shockwave Knock a foe prone from a distance by punching the ground.
Slash Tongue Subject takes -1 penalty on attacks, saves, and checks for 1 round.
Unlight Prevents normal light from illuminating.

1st Level
Angry Ache Subject takes -2 penalty on attack rolls.
Burial Blessing Prevents a corpse from rising as undead.
Change Color Permanently change the colors of one nonliving object.
Compass Magical line points the way to named direction or place.
Detect Psionics Detects powers and psionic items within 60 feet.
Drug Resistance Subject is immune to addiction.
Extract Drug Creates drug from inanimate object.
Faith Healing Cures 8 +1/level (max +5) to worshipper of your patron.
Grim Feast Regain hit points by draining fresh corpses.
Guilt Cause a non-Good creature to pause for thought.
Handfire Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.
Heartache Subject helpless for 1 round.
Lesser Dark Cure Subject gains 1d8 +1/level (max +5) temporary hit points, but must save or be unaffected by healing.
Lucky Touch Allows the choice of two outcomes when rolling a die.
Luumpho's Empathic Resonance The subject experiences the emotions of those whom he wrongs.
Minor Symbol of Divinity Creates minor magical protections within a small area.
Nexus's Gentle Reminder Target is dazed 1 round, -1 on attacks, saves, and checks the next, and +2 to STR.
Portal Beacon Dimensional or planar portal sends out mental call to you and up to five others.
Prevarication's Bounty Causes the tongue of the victim to swell when he or she lies.
Protection From Undead Target is warded from attacks by undead.
Regenerate Light Wounds Target heals 1 hp/round.
Sacrificial Skill Caster gains +5 bonus on Knowledge (Religion) checks made during sacrifice.
Shockwave Strike Transmit the force of a bludgeoning weapon through the ground to an opponent.
Slow Consumption Caster absorbs health and sustenance from helpless subject.
Smite Invokes the Smite [Opposing alignment] power.
Sorrow Subject takes -3 penalty on attacks, saves, and checks.
Spider Hand Caster's hand becomes a Small monstrous spider.
Stupor One helpless subject is put in a state that allows it to be moved but take no other actions.
Suspend Disease Keeps disease from harming creature for 24 hours.
Tongue of Nexus Caster gains +2 bonus on Bluff, Diplomacy, and Gather Information checks.
Vision of Glory Target gains +1 morale bonus on next saving throw.
Weapon Attractor Attacks are drawn to the subject creature, dealing more damage.
Weapon Oath Prepare one weapon for combat against a particular foe.
Wieldskill Target gains +10 to one skill, or can use it untrained, or gains a weapon or armor proficiency.

2nd Level
Addiction Subject becomes addicted to a drug.
Assassin's Senses Increases caster's critical threat range and multiplier by one.
Aura Against Flame Ignore 12 fire damage/round and extinguish fires.
Avoid Planar Effects Ignore hazards of the natural environment of one plane for 1 minute/level.
Body Blades You attack as if armed, deal bonus damage, harm grapplers.
Bones of Stone Target skeletons get +3 armor bonus to AC.
Brambles Blunt wooden weapon +1 attack, +1/level damage (max +10).
Create Spring Creates a spring of fresh water.
Curse of Deceptor Subject suffers -3 penalty on attacks, saves, and checks.
Dance of Ruin Nondemons take 2d20 damage.
Darkbolt Deals 1d8 damage/2 levels and stuns for 1 round.
Dark Cure Subject gains 2d8 +1/level (max +10) temporary hit points, but must save or be unaffected by healing.
Death's Eyes View the last minutes of a corpse's life from its view.
Divine Flame Wards area against cold creatures.
Divine Zephyr Wards area against fire creatures.
Eagle's Splendor Subject gains 1d4+1 CHA for 1 hour/level.
Ehkahk's Prank Confuses the magic of a spellcaster, causing him/her to discharge the wrong spell.
Enhance Magical Flow Your spells have +1 to their save DC for 10 minutes/level.
Eyes of the Law You learn the laws, rules, and mores of one society.
Filter Makes subject resistant to inhaled toxins.
Fox's Cunning Subject gains 1d4+1 INT for 1 hour/level.
Gaze Screen Subject has a 50% chance to avoid gaze attacks.
Gloom Creates an area of shadowy "light" around a touched object.
Hand of Divinity Gives +2 sacred or profane bonus to worshipper of your patron.
Knife Spray Cone of droplets, 1d6 +1/level damage (max +5).
Know Motivation Sense basic needs and emotions of creatures.
Locate Corpse The cleric is able to locate a corpse.
Luthor's Balance Protects willing recipient from emotional biases.
Misfortune Bestows a brief bout of ill fortune upon the subject.
Nandra's Touch Target rages as a Barbarian.
Owl's Wisdom Subject gains 1d4+1 WIS for 1 hour/level.
Rebuke Verbal rebuke stuns creature for 1 round.
Rend the Sovereign Soul Weakens victim's Will to resist.
Sap Strength Subject becomes exhausted.
Sleep of the Dead Feign death.
Slightly Improved Change Color As Change Color, but works on creatures as well.
Sound Beam Deafens creatures and deals 2d4 damage to each.
Spectral Stag Phantom stag can bull rush and be a mount.
Spell Shield Target gains +3 resistance on saving throws against spells and spell-like abilities.
Spider Legs Caster grows long spider legs that have a speed of 30 feet and move on vertical surfaces.
Spores of the Vrock All within 5 ft. take 1d8 damage and 1d2 damage each round thereafter for 10 rounds.
Static Veil Area resists scrying attempts.
Strengthen Soul Strengthens recipient's Will to resist.
Venom's Potency Increases a natural poison's DC.
Warning Subject gets +4 to Listen and Spot and retains DEX bonus to AC when flat-footed.
Wave of Grief All within cone take -3 penalty on attacks, saves, and checks.
Wither Limb Caster reduces subject's speed to 5 ft. or makes it impossible for subject to use objects or cast somatic spells.

3rd Level
Animal Spy Sends a Tiny animal on a 3-step mission.
Attune Form As Avoid Planar Effects, but for 2 hours/level.
Banish Shadow Sends a shadow creature back to its home.
Beastmask Animals and beasts think subject is one of them.
Blessed Aim Allies receive a +2 morale bonus on ranged attacks.
Briar Web As Entangle, but thorns deal damage each round.
Castigate Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
Cenob's Torments Victim takes subdual damage and suffers penalties from pain.
Chain of Eyes Scrying sensor passed along by touch.
Circle Dance Indicates direction to known individual.
Circle of Nausea Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.
Clutch of Cenob Deals 1d3 points of damage each round and paralyzes foe while caster concentrates.
Curse of Mob Make a person deathly afraid of something harmless.
Curse of the Brute Up to +1/level STR, DEX, or CON; both INT and CHA down the same.
Darkfire As Produce Flame, but dark flames visible with Darkvision.
Dark Way Creates temporary unbreakable bridge supporting up to 200 pounds/level.
Detect Curse Detects curses on one person or object.
Devil's Eye Caster can see in even magical darkness, up to 30 feet.
Divine Raiment Opponents can't attack you, but you can attack.
Eyes of the Zombie Caster sees through a zombie's eyes.
Forceward Creates sphere that prevents intrusion.
Greater Dark Cure Subject gains 3d8 +1/level (max +15) temporary hit points, but must save or be unaffected by healing.
Interplanar Message Short message finds the target creature on any plane connected to the Astral.
Invigorate Dead Restores some life to one dead creature.
Invisibility To Enemies Hostile creatures can't perceive 1 subject/level.
Leia's Copier Copy nonmagical text.
Lesser Dimensional Lock Teleportation and other forms of dimensional travel are blocked for 10 minutes/level.
Lesser Telepathic Bond Link with subject within 30 feet for 10 minutes/level.
Life Force Transfer Heal others by harming yourself.
Masochism For every 10 hp damage caster takes, he or she gains +1 on attacks, saves, and checks.
Mass Resist Elements As Resist Elements, but affects one subject/level.
Mind Raid Allows reading of deep thoughts.
Mystic Lash Ranged touch deals 1d8 +1/2 levels electrical damage, plus stunning.
Mystic Mace Force effect damages target or absorbs spell.
Nexus's Mild Admonishment Target is dazed 1d4 rounds, then -1 on attacks, saves, and checks and +2 to STR.
Personal Log Writes account of a willing recipient's life into a book, for 1 day/level.
Positive Energy Protection Subject resists magical healing and regeneration, and Turning attempts.
Regenerate Moderate Wounds Target heals 2 hp/round.
Remedy Wounds Target gains Fast Healing 2 for 10 rounds +1 round/2 levels.
Sacred Weapon Summons weapon that inflicts 1d10 damage and causes deafness.
Sadism For every 10 hp damage caster deals, he or she gains +1 on attacks, saves, and checks.
Safety Learn the most direct path to a safe area while on another plane.
Shadow Touch Caster has STR-draining touch.
Shriveling Subject takes 1d4 damage per level.
Spikes As Brambles, but +2 attack, and lasts longer.
Substitution Half the damage you take is transferred to a figure of your patron.
Sunspear Creates a spear of light that heals or inflicts 2d4+2/level when thrown.
Sweet Water Creates a well to fresh water up to 100 feet down.
Sword Stream As Knife Spray, but 1d8 and max +10.
Understand Device Gain +20 on Use Ancient Device checks, and you can make untrained Craft (Technology) and Disable Device checks (or get +4 bonus if you have either or both skills).
Unliving Weapon Undead subject explodes for 1d6 damage/2 levels when struck or at a specific time.
Venom's Wounding Causes wounds to bleed for 1d6 points of damage per round for 1 round/level.
Vile Lance Creates +2 Shortspear that deals Vile damage.
Weapon of Impact As Keen Edge, but aids blunt weapons.
Wrack Blinds subject and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.
Zaekoisy's Zone of Revelation Reveals all invisible and extraplanar creatures and objects within the area.

4th Level
Beast Claws Your hands become slashing weapons (1d6).
Blindsight Grants the Blindsight ability for 1 hour/level.
Bones of Iron Target skeletons get +5 armor bonus to AC.
Claws of the Savage Subject gains claws that deal damage based on size.
Cloak of Righteousness Creates shining raiment, blinding opponents and encouraging allies.
Cloud of Hate Creatures within cloud make Will saves or attack each other in blind rage.
Condemned Target becomes unaffected by magical healing.
Control Light Adjust light levels up or down.
Damning Darkness Darkness deals either 2d6 or 1d6 damage per round.
Discern Shapechanger Penetrates disguises and shape changes.
Dispel Psionics Cancels psionic powers and effects.
Doomtide Black mist obscures vision, dazes creatures.
Dream Sight Your spirit can hear and see at a distance for 1 minute/level.
Ether Blast Ether cyclone centered on you affects creatures on the Ethereal Plane.
Fatigue Creature touched becomes fatigued.
Favor of Thero Target becomes immune to subdual damage and pain, or you switch hp totals with target.
Forced Manifestation Force a creature on a coterminous or coexistent plane into yours.
Gaeya's Purging Painfully forces shapeshifters to resume their proper forms.
Greater Magical Flow As Enhance Magical Flow, but bonus is +2 DC.
Hand of Justice Immobile zone of warding stuns those of different patrons.
Harrier Summons an incorporeal bird of prey to fight for you.
Heal Dead Repairs all damage to one dead body, without restoring life.
Holy Channel Allows healing spells to be cast at range.
Identify Transgressor Caster learns the identity of one person.
Ironheart Grants recipient +5 bonus that can be distributed among future saving throws.
Know Vulnerabilities Determine target's vulnerabilities and resistances.
Lesser Black Cure Subject gains 4d8 +1/level (max +20) temporary hit points, but is unaffected by healing.
Mind Over Matter Aids concentration to ignore distractions.
Psychic Poison Poisons those casting divination or mind-affecting spells at object, creature, or area.
Recitation Allies gain +2 or +3 on attacks and saves, and enemies suffer -2.
Remove Fatigue Removes effects of fatigue as 8 hours of rest.
Revive Ally Slain ally is restored to life for 1 minute/level.
Seal Portal Seals one portal until a condition is met.
Shadowblast Flash of light destroys all links to the Plane of Shadow in its area, and stuns natives of that plane.
Skull of Secrets Intangible skull stores message and can be triggered to breathe fire.
Stop Heart Subject drops to -8 hp immediately.
Sustain Recipients need no food or drink for 6 hours/level.
Unfailing Endurance +4 bonus against weakness or fatigue, endurance bonuses.
Unholy Channel Allows inflict spells to be cast upon target at range.
Wall of Chaos/Evil/Good/Law As Magic Circle Against Law/Good/Evil/Chaos (in that order), except as a one-sided wall.
Weapon of the Deity +1 to your weapon's attack and damage, plus a special ability.
Weather Eye Forecast natural weather for one week/level.
Zaekoisy's Translator Gives complete understanding of one language.

5th Level
Advice Subject follows your advice, even if complex or self-destructive.
Bear's Heart One ally/level +4 STR and +1d4/level hit points.
Black Mulching Damages and kills plants within the area, which you can move while the spell lasts.
Blight Deals 1d6/level to a plant creature, or blights a 100-ft. spread.
Blood of Fire Four blood missiles deal 2d8 damage each.
Brothers in Arms Allies exchange hit points and STR between themselves.
Charnel Fire Consumes one corpse or undead creature.
Crawling Darkness Cloud of tentacles provides concealment, skill bonuses, and several defenses.
Divine Agility Subject gains Reflex save bonus, 18 DEX, and Spring Attack.
Doomwail Victims must make Will saving throws or be deafened or paralyzed.
False Sending As Sending, except caster imitates someone else.
Group Log As Personal Log, but up to 1 recipient/2 levels.
Heartclutch Subject dies in 1d3 rounds or takes 3d6 damage +1/level.
Imbue Shadow Turns an ordinary shadow into a shadow creature.
Inquisition Target must answer three questions truthfully.
Lycanthropy Transforms one creature into a werebeast.
Monstrous Regeneration Grants the regeneration ability for 1 round/2 levels.
Morality Realized Subject becomes good.
Morality Undone Subject becomes evil.
Nexus's Stern Reproof As Nexus's Mild Admonishment, but target must save or die.
Regenerate Serious Wounds Target heals 3 hp/round.
Spell Phylactery Scroll activates upon you if conditions are met.
Strife Victim sees allies as deadly enemies.
Wall of Ooze Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it.

6th Level
Black Cure Subject gains temporary hit points equal to its normal maximum, but is unaffected by healing.
Cloud of the Achaierai Cloud deals 2d6 damage plus Confusion.
Coma Puts subject in a coma for 1 hour/level.
Cure Radiation Cures radiation sickness.
Dark Water Imbues water with negative energy.
Elemental Immunity Subject is immune to damage from one form of elemental energy.
Lightning Storm Causes an electrical storm that the caster can control.
Mass Manifestation As Forced Manifestation, but affects all creatures within area.
Paradox's Triad Cast a prepared spell three times.
Pass the Years Ages target by 1d10 years.
Regenerate Critical Wounds Target heals 4 hp/round.
Revive Outsider As Raise Dead, but affects Outsiders.
Sacrificial Heart Kills a target by delivering its heart into your hand.
Seal Gate Permanently seal a Gate or extradimensional portal.
Snare Astral Traveler Captures one astral creature and holds it motionless.
Spellmantle As Spell Immunity, but negated spells trigger a helpful spell on the target.
Stone Walk Linked areas allow multiple teleportations.
Suppress Glyph You notice but do not trigger magical writing traps.
Thousand Needles Subject takes 2d6 damage and a -4 penalty on attacks, saves, and checks.
Undeath to Death Destroys 1d4 HD/level undead (max 20d4).
Vulnerability Reduces an opponent's Damage Reduction.

7th Level
Bestow Greater Curse Subject takes -6 penalty to two abilities; -8 penalty on attacks, saves, and checks; or 75% chance of taking no action.
Chimes of Doom Seven chimes get louder, do progressively more damage.
Daggers of Nandra Creates a cloud of tiny blades that inflict 1d4 points of damage per round.
Damok's Spell Shield Subjects gain +12 +1/level SR.
Fiendish Clarity Caster sees in even magical darkness, Sees Invisible up to 60 feet, and can Detect Good.
Fortunate Fate Target immediately receives a Heal if killed by damage.
Greater Healing Circle Heals 2d8 +2/level damage in all directions.
Holy Star Glowing light turns spells, gives a cover bonus to AC, or shoots beams of fire.
Imprison Soul Traps soul in a small object, and victim takes 1d4 CON damage per day.
Incite Enlist a large group to achieve a specified goal.
Nexus's Wrathful Castigation Target dies or may be dazed and -4 on all saves for 1 round/level.
Righteous Wrath of the Faithful As Aid within 30 feet, followers of your deity receive more.
Slime Wave Creates a 15-foot spread of green slime.
Wretched Blight Deals 1d8 damage/level in 20-ft. radius and stuns foes for 1d4 rounds.

8th Level
Befoul Large amount of water becomes poisonous.
Bodak Birth Transforms a willing subject into a bodak.
Brain Spider Eavesdrop on thoughts of up to eight other creatures.
Chain of Tinnabula Creates plague of Insanity passed by touch.
Compel Changes the alignment of one creature.
Death Pact -2 to CON, in exchange for effects of Word of Recall, Raise Dead, and Heal.
Dimensional Lock Teleportation and other forms of dimensional travel are blocked for 1 day/level.
General of Undeath Increases your maximum HD of controlled undead by 10 times your level.
Lesser Avatar Allows cleric to take on aspects of the patron deity.
Pestilence Subject gains a disease, as do all who touch him or her.
Recall Champion Call a dead hero to aid you.
Stormrage Fly, Wind Wall, protection from strong winds, and make electrical attacks.
Strength of Thero Target receives a +1/level bonus to STR.

9th Level
Despoil Kills plants, damages objects in 100-ft. radius/level.
Gammacleanse Permanently reduces radiation in area to harmless levels.
Genocide Missile strikes one victim, then splits to hit more of the same race.
Incapacitate Reduces all of target's ability scores to 3, and removes all but 1d4 hp.
Shatter Soul Kills a target and fragments its soul.
Spread of Savagery Creatures within 10 ft./level become hostile and savage.
Undeath's Eternal Foe Targets receive Negative Energy Protection and immunity to most undead special attacks.
Were-Doom 1d4 creatures are infected with lycanthropy.

Druid Spells

0th Level
Adhere to Wood Caster's skin sticks to wooden surfaces.
Animal Trick Animal companion performs a trick.
Chill/Warmth Slowly raises or lowers temperature.
Create Rock Ranged attack on target for 1d3 damage.
Darkseed Slow-kills plants.
Dawn Awakens sleeping creatures.
Daze Animal Animal loses one action.
Fire Eyes You see through natural fire, smoke, and fog.
Naturewatch As Deathwatch, but only for animals and plants.
Ram's Might Your hands become harder and your unarmed attacks inflict normal damage.
Scarecrow Animal becomes Shaken.
Shockwave Knock a foe prone from a distance by punching the ground.
Sneeze Causes target to sneeze.
Spark Creates a tiny spark.

1st Level
Aukloi's Quiet Contemplation Causes enemies to grow passive and philosophical.
Blinding Spittle Ranged touch attack makes subject blind.
Bouyancy Net Target is forced to the water's surface.
Camoflage Grants +10 on Hide checks.
Claws of the Beast Your hands become 1d6 weapons.
Compass Magical line points the way to named direction or place.
Drug Resistance Subject is immune to addiction.
Handfire Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.
Hawkeye Increases range increments.
Minor Symbol of Divinity Creates minor magical protections within a small area.
Power Sight Determines a creature's HD or level.
Regenerate Light Wounds Target heals 1 hp/round.
Sandblast Creates a brief sandstorm in an arc.
Shockwave Strike Transmit the force of a bludgeoning weapon through the ground to an opponent.
Speed Swim Target gains Swim speed 30.
Spider Hand Caster's hand becomes a Small monstrous spider.
Suspend Disease Keeps disease from harming creature for 24 hours.
Venom's Potency Increases a natural poison's DC.
Wood Wose Summon minor nature spirit.

2nd Level
Adrenaline Surge Grants each of your summoned creatures +4 STR.
Animal Infusion Gain the power of an animal.
Animal Reduction Animal shrinks in size.
Avoid Planar Effects Ignore hazards of the natural environment of one plane for 1 minute/level.
Blood Frenzy Rage gives +2 to STR and CON, +1 on Will saves, and -1 to AC.
Body of the Sun Fire and light extend 5 ft. from caster's body.
Briar Web As Entangle, but thorns deal damage each round.
Circle of Sounds Allow those touched to speak via bird and animal sounds.
Cloudburst Rain obscures vision, extinguishes fires, and hampers missiles.
Cold Snap Numbs and injures an opponent with bone-chilling cold.
Creeping Cold Deals progressive damage from cold (+1d6/round).
Decomposition Wounded creatures suffer 1 extra hp/round.
Earthfast Double Hardness and hit points of stone structure or rock formation.
Easy Trail Makes a trail easier to track.
Flame/Frost Weapon Sheaths weapon in fire or ice.
Frog Tongue Transforms tongues into those of giant frogs, which may be used to attack enemies.
Green Blockade Creates a wall of vegetable matter.
Hunter's Stalk Provides concealment in rustic surroundings.
Master Air You sprout insubstantial wings and can fly.
Might of the Oak Grants +4 STR, -2 DEX.
One With the Land Link with nature gives a +2 bonus on nature-related skill checks.
Persistence of the Waves Grants +4 CON, -2 STR.
Regenerate Moderate Wounds Target heals 2 hp/round.
Scent Grants the Scent ability for 1 hour/level.
Share Husk See and hear through the senses of a touched animal.
Speed of the Wind Grants +4 DEX, -2 CON.
Spider Legs Caster grows long spider legs that have a speed of 30 feet and move on vertical surfaces.
Stick Servant Create a servant out of sticks.
Swift Water Enhances the speed of boats and ships.
Wolf's Cry Causes animal attackers to flee, imposes -1 attack penalty on intelligent foes.

3rd Level
Animal Spy Sends a Tiny animal on a 3-step mission.
Attune Form As Avoid Planar Effects, but for 2 hours/level.
Beast Soul Borrow the abilities of a willing animal.
Blindsight Grants the Blindsight ability for 1 hour/level.
Bottle of Smoke Creates a steed made out of smoke.
Circle Dance Indicates direction to known individual.
Countermoon Stops lycanthropic shapechanging for 12 hours.
Embrace the Wild The caster gains an animal's senses and skills.
False Bravado Causes false Barbarian rage.
Firelight's Farstrike Creates a bolt of flame with exceptional range.
Gaeya's Exile From Nature Subject is cursed so that wilderness activities are more difficult.
Healing Sting Touch deals 1d6 +1/2 levels; caster gains damage as hp.
Infestation of Maggots Maggotlike creatures deal 1d4 CON damage every round.
Joran's Totemic Transformation Grants caster powers of totem animal.
Listening Ringworm Creates a worm parasite in the target that transmits sound to the caster.
Mark of Air +2 to DEX, can create shield of air for +5 AC.
Mark of Earth +2 to STR, can throw mass of rock.
Mark of Fire +2 to DEX, can cast a ray of fire.
Mark of Frost +1 to AC, can throw spear of ice.
Mark of Water +2 to CON, can cast a stream of water for damage.
Nature's Favor Target animal gains attack and damage bonus of +1/2 levels.
Pressure Sphere Increases water pressure to damage targets.
Quillfire Your hand sprouts poisonous quills useful for melee or ranged attacks.
Regenerate Ring One creature/two levels heals 1 hp/round.
Snakebite Your arm turns into poisonous snake you can use to attack.
Standing Wave Transports across water.
Thorn Throw A cone of thorns causes 1d6 hit points/level minus AC.
Tortoise Shell Large shell provides cover or shelter.
Wall of Hornets You summon a wall of stinging, poisonous hornets.

4th Level
Beget Bogun Creates a natural homunculus.
Black Mulching Damages and kills plants within the area, which you can move while the spell lasts.
Blight Deals 1d6/level to a plant creature, or blights a 100-ft. spread.
Feathers Polymorphs willing creature into a bird.
Forestfold Grants +20 on Hide and Move Silently checks.
Gaeya's Purging Painfully forces shapeshifters to resume their proper forms.
Gluttony Fills targets with ravenous hunger for 1 minute/level.
Jaws of the Wolf One carving/2 levels turns into a wolf with SR 13 and Frightful Presence.
Land Womb You and one creature/level hide within the earth.
Languor Causes short-term STR loss and slowing.
Last Breath Creature killed within 1 round returns to 0 hp.
Live Wood Regenerates damage done to wooden items or creatures.
Mass Calm As Calm Animals, but affects any number of targets.
Mass Camoflage As Camoflage, but affects all in range.
Miasma Gas cloud suffocates target.
Mind Over Matter Aids concentration to ignore distractions.
Murderous Mist Cloud of steam deals 2d6 damage, causes blindness, and inflicts 1d6/round thereafter.
Nature's Balance You transfer 1d4+1 ability score points to the target for 1 hour/level.
Regenerate Serious Wounds Target heals 3 hp/round.
Shadowblast Flash of light destroys all links to the Plane of Shadow in its area, and stuns natives of that plane.
Tattoo Item Changes one item into a tattoo on the subject's body.
Touch of the Eel Electrifies target's body, doing damage to any creature that touches it.
Waterball Splash deals subdual damage.
Wind at Back Doubles overland speed of targets for 1 day.

5th Level
Big Sky Sky spirits cause fear.
Binding Winds Sound cannot penetrate to or from target, and -2 on ranged attacks.
Blizzard Massive snow storm in a wide radius deals damage and cuts movement to half normal.
Breath of Truth Reveals illusions.
Cloak of the Sea Bestows Water Breathing, Freedom of Movement, and Invisibility in water.
Druid Grove Trees store spells for 24 hours.
Echo Skull See, hear, and speak through a prepared animal skull for 1 hour/level.
Greater Mark of Air As Mark of Air, but subject can fly and can create a Wind Wall.
Greater Mark of Earth As Mark of Earth, but subject gains damage reduction and casts a cone of rocks for more damage.
Greater Mark of Fire As Mark of Fire, but subject has greater resistance and can cast a Fireball.
Greater Mark of Frost As Mark of Frost, but subject has greater damage reduction and can cast a "coldball."
Greater Mark of Water As Mark of Water, but subject can breathe water and Teleport to the surface.
Groundmelt 10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level.
Gutroot Causes plant matter in the stomachs of enemies to sprout and grow.
Kiss of Death Creates reusable poison, delivered by touch attack.
Living Pyre Creature bursts into flames and suffers 2d6 Fire damage per round.
Mass Trance As Animal Trance, but affects any number of targets.
Memory Rot Spores deal 1d6 INT drain to target, plus 1 INT/round.
Regenerate Critical Wounds Target heals 4 hp/round.
Ship Snare Creates a magic trap to slow sea vessels.
Vine Mine Vines grow rapidly, giving various effects.
Wind Tunnel Ranged weapons gain +10 bonus and double range increment.

6th Level
Contagious Touch Infects one touched creature/round with chosen disease.
Crumble 1d6/level (bypassing Hardness) to manufactured object or structure.
Drown Creature's lungs fill with water.
Greater Call Lightning As Call Lightning, but produces twice as many bolts.
Mandragora Deafens those who fail Will saves, grants True Seeing to others.
Power Word, Thunder Causes a clap of deafening thunder.
Protection From All Elements Reduces the effects of all elemental spells.
Regenerate Circle One creature/two levels heals 3 hp/round.
Seal Gate Permanently seals a Gate or extradimensional portal.
Serpent Hands Turns caster's fingers into venomous snakes.
Stonehold Stony arm trap grapples and damages creatures.

7th Level
Aura of Vitality Subjects gain +4 to STR, DEX, and CON.
Brilliant Aura Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels.
Cloudwalkers Clouds support creatures, allowing flight.
Eruption Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level.
Freeze Target is frozen solid.
Greater Creeping Cold As Creeping Cold, but has a higher damage cap.
Master Earth Travel through the earth to any location.
Pestilence Subject gains a disease, as do all who touch him or her.
Poison Vines As Vine Mine, but the vines are poisonous.
Slime Wave Creates a 15-foot spread of green slime.
Storm Tower Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement.

8th Level
Bombardment Falling rocks deal 1d8 damage/level and bury targets.
Coccoon Paralyzes and drains levels from target.
Greater Regenerate Circle One creature/level heals 4 hp/round.
Grove of Serenity Creates a small grove of trees that provides rest and healing.
Mass Awaken One animal or tree/three levels gains human intellect.
Speak With Anything Allows conversation with any creature or object.

9th Level
Cast in Stone Petrifying gaze attack.
Epidemic Infects subject with chosen disease, and subject can infect others.
Fossilize Kills subject creature and petrifies it simultaneously.
Gaeya's Fury 1d6 damage per five levels over a very large area.
Invulnerability to Elements Grants immunity to energy damage.
Lookingglass Connects two mirrored surfaces for Clairvoyance and transport.
Mass Eruption Deal 20d6 damage in a 50-foot radius, for 1 minute/level.
Nature's Avatar Target animal gains +10 attack and damage bonus, Haste, and +1d8 temporary hit points/level.
Thunderswarm Deals 16d8 points of lightning damage, plus bursts.
True Reincarnate As Reincarnate, plus remains aren't needed and some choice of form exists.

Elementalist Spells

Spells are listed by elemental school within each level. Spells of the Universal school are allowed to every Elementalist, regardless of his or her chosen element. Spells from the Player's Handbook are listed in red.

Note: For the purposes of protection against various elements (for instance, Endure Elements), Air Elementalists can protect vs. Electricity and Sonic, Water vs. Cold and Acid, Earth vs. Acid and Fire, and Fire vs. Electricity and (obviously) Fire.

0th Level
Air Daze Subject gains +1 on saves.
Ghost Sound Figment sounds.
Jolt Ranged touch attack deals 1d3 electrical damage.
Mage Hand 5-pound telekinesis.
Sneeze Causes target to sneeze.
Seltzer Spray 10-foot cone deals 1d3 subdual damage.
Fire Chill/Warmth Slowly raises or lowers temperature.
Fire Eyes You see through natural fire, smoke, and fog.
Flare Dazzles one creature (-1 attack).
Light Object shines like a torch.
Ray of Heat Ray deals 1d3 heat damage.
Spark Creates a tiny spark.
Earth Acid Splash Missile deals 1d3 acid damage.
Animate Animal One dead Tiny animal becomes a skeleton or zombie under your control.
Create Rock Ranged attack on target for 1d3 damage.
Detect Poison Detects poison in one creature or small object.
Mending Makes minor repairs on an object.
Resistance Subject gains +1 on saving throws.
Shockwave Knock a foe prone from a distance by punching the ground.
Water Acid Splash Missile deals 1d3 acid damage.
Clean Cleans grime and dirt from one object or person.
Create Water Creates 2 gallons/level of pure water.
Cure Minor Wounds Cures 1 point of damage.
Dowsing Locates nearby sources of potable water.
Ray of Frost Ray deals 1d3 cold damage.
Seltzer Spray 10-foot cone deals 1d3 subdual damage.
Spill Container of liquid tips over and spills contents.
Splash Splash in liquid can distract or damage nearby creature.
Univ Arcane Mark Inscribes a personal rune (visible or invisible).
Detect Magic Detects spells and magic items within 60 feet.
Read Magic Read scrolls and spellbooks.

1st Level
Air Disappear Caster becomes invisible for 2 rounds.
Feather Fall Objects or creatures fall slowly.
Hypnotism Fascinates 2d4 HD of creatures.
Jump Subject gets +30 on Jump checks.
Lesser Electric Orb Ranged touch, 1d8 electrical damage, +1 orb/two levels above 1st (max +4).
Lesser Sonic Orb Ranged touch, 1d8 sonic damage, +1 orb/two levels above 1st (max +4).
Obscuring Mist Fog surrounds you.
Scatterspray Targeted items scatter in a burst dealing 1d8 normal or subdual damage.
Shocking Grasp Touch delivers 1d8+1/level electrical damage.
Smoke Ladder Smoke transforms into ladder up to 10 feet long/level.
Sonic Boom Target takes 1d4/2 levels sonic damage plus deafness.
Tenser's Floating Disk 3-foot diameter horizontal disk that can hold 100 pounds/level.
Unseen Servant Creates invisible force that obeys your commands.
Ventriloquism Throws voice for 1 minute/level.
Fire Burning Hands 1d4 fire damage/level (max 5d4).
Burning Grasp Touch delivers 1d8+1/level fire damage.
Color Spray Knocks unconscious, blinds, or stuns 1d6 weak creatures.
Faerie Fire Outlines subject with light, canceling Blur, concealment, etc.
Fiery Eyes Your eyes glow, illuminating area; focusing beams causes ignition.
Flame Bolt Shoots flaming missiles.
Flash Causes a flash of light that blinds enemies.
Glow Ghostly greenish-purple radiance causes fear.
Handfire Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.
Lesser Fire Orb Ranged touch, 1d8 fire damage, +1 orb/two levels above 1st (max +4).
Low-Light Vision See twice as far under current light.
Magic Missile 1d4+1 damage per missile; 1 missile + 1/2 levels over 1st (max 5 missiles).
Melt Melt ice and snow or deal 2 points of damage/level (max 10) to cold creatures.
Nystul's Magical Aura Grants object false magic aura.
Singe Target takes 1d4 fire damage/2 levels (max 5d4).
Smoke Image Creates minor illusion of your design, out of smoke.
Smoke Ladder Smoke transforms into ladder up to 10 feet long/level.
Earth Alarm Wards an area for 2 hours/level.
Animate Skeleton One dead creature of Medium-size or smaller becomes a skeleton under your control.
Compass Magical line points the way to named direction or place.
Darklight Creates 5-ft. radius area where all can see without light.
Detect Gold Detects gold or other metals.
Hail of Stone Rain of stone makes ranged attack dealing 1d3/level.
Ironguts Target gains +4 bonus on saving throws against poison.
Iron Scarf Silk scarf becomes ranged weapon dealing 1d8 +1/level damage.
Mage Armor Gives subject +4 armor bonus.
Magic Stone 3 stones become +1 projectiles, 1d6+1 damage.
Magic Weapon Weapon gains +1 bonus.
Ray of Enfeeblement Ray reduces STR by 1d6 points + 1 point/2 levels.
Repair Light Damage "Cures" 1d8+1/level damage (max +5) to a construct.
Sandblast Creates a brief sandstorm in an arc.
Scatterspray Targeted items scatter in a burst dealing 1d8 normal or subdual damage.
Shield Invisible disc gives cover and blocks Magic Missiles.
Shockwave Strike Transmit the force of a bludgeoning weapon through the ground to an opponent.
Spider Climb Grants ability to walk on walls and ceilings.
Water Acid Hands 1d4 acid damage/level (max 5d4).
Acidic Curse Acid damages, blinds enemy creature.
Acid Spittle Expectorate a viscous glob of acid at an opponent.
Bouyancy Net Target is forced to the water's surface.
Chill Touch 1 touch/level deals 1d6 damage and possibly 1 STR damage.
Corrosive Grasp 1 touch/level deals 1d6+1 acid damage.
Cure Light Wounds Cures 1d8 + 1/level damage (max +5).
Erase Mundane or magical writing vanishes.
Grease Makes 10-foot square or one object slippery.
Ice Shard Grenadelike weapon deals 1d4 cold damage/level, plus area damage.
Lesser Acid Orb Ranged touch, 1d8 acid damage, +1 orb/two levels above 1st (max +4).
Lesser Cold Orb Ranged touch, 1d8 cold damage, +1 orb/two levels above 1st (max +4).
Obscuring Mist Fog surrounds you.
Snilloc's Snowball Snowball deals 1d6 + 1/2 levels cold damage.
Speed Swim Target gains Swim speed 30.
Univ Endure Elements Ignores 5/round damage from one energy type. [Elementalists only cast the versions for their chosen elements.]
Identify Determines single feature of magic item.
Summon Monster I Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.]

2nd Level
Air Battlecry Cone area effect that stuns opponents.
Blur Attacks miss subject 20% of the time.
Choke Target takes 1d4 points of damage each round from strangling hands.
Cloudburst Rain obscures vision, extinguishes fires, and hampers missiles.
Cloud of Bewilderment Stun and blind targets.
Cold Snap Numbs and injures an opponent with bone-chilling cold.
Eldren's Electric Loop 5-foot radius burst deals 1d6/2 levels electrical damage plus stunning.
Filter Makes subject resistant to inhaled toxins.
Fog Cloud Fog obscures vision.
Gaze Screen Subject has a 50% chance to avoid gaze attacks.
Hypnotic Pattern Fascinates 2d4 + 1/level HD of creatures.
Invisibility Subject is invisible for 10 minutes/level or until it attacks.
Levitate Subject moves up and down at your direction.
Lightning Blade Creates sword blade of crackling energy; deals total 1d6 damage/level.
Mark of Air +2 to DEX, can create shield of air for +5 AC.
Master Air You sprout insubstantial wings and can fly.
Miasma Fog Cloud of fog deals 1d4 subdual damage/level.
Owl's Wisdom Subject gains 1d4+1 WIS for 1 hour/level.
Shatter Sonic vibration damages objects or crystalline creatures.
Sound Beam Deafens creatures and deals 2d4 damage to each.
Whispering Wind Sends a short message 1 mile/level.
Fire Alpha's Scorcher Path of fire deals 1d8/2 levels.
Blazing Shield Protects the caster against melee and missile attacks.
Body of the Sun Fire and light extend 5 ft. from caster's body.
Combust Target takes 2d6 +1/level fire damage.
Continual Flame Makes a permanent, heatless torch.
Daylight 60-foot radius of bright light.
Eagle's Splendor Subject gains 1d4+1 CHA for 1 hour/level.
Fire Shuriken Throw 3 or more shuriken formed of fire; each deals 1 point + 1d4 fire damage.
Firelight's Farstrike Creates a bolt of flame with exceptional range.
Flame Blade Touch attack deals 1d8 + 1/2 levels damage; blade lasts 1 minute/level.
Flame[/Frost] Weapon Sheaths weapon in fire [or ice]. [Fire Elementalists can only cast the Flame version.]
Flaming Sphere Rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fox's Cunning Subject gains 1d4+1 INT for 1 hour/level.
Gaze Screen Subject has a 50% chance to avoid gaze attacks.
Glitterdust Blinds creatures, outlines invisible creatures.
Heat Metal Hot metal damages those who touch it.
Mark of Fire +2 to DEX, can cast a ray of fire.
Pyrotechnics Turns fire into blinding light or choking smoke.
Earth Animate Zombie One dead creature of Medium-size or smaller becomes a zombie under your control.
Arrow Flurry Transforms a single fired arrow into three.
Belgos's Iron Horn Intense vibrations trip those in area.
Bones of Stone Target skeletons get +3 armor bonus to AC.
Bull's Strength Subject gains 1d4+1 STR for 1 hour/level.
Choke Target takes 1d4 points of damage each round from strangling hands.
Command Undead An undead creature obeys your commands and does not attack you.
Earthfast Double Hardness and hit points of stone structure or rock formation.
Earth's Embrace As long as it is touching ground, subject gains +1 AC, +1 saves, and takes half damage from all attacks.
Endurance Gain 1d4+1 CON for 1 hour/level.
Make Whole Repairs an object.
Map Creates map of a 10 foot/level square which lasts 1 minute/level.
Mark of Earth +2 to STR, can throw mass of rock.
Protection From Arrows Subject immune to most ranged attacks.
Rain of Needles Ranged attacks deal 1d4 damage/level to a number of targets up to your level.
Repair Moderate Damage "Cures" 2d8+1/level (max +10) points of damage to a construct.
Silence Negates sound in a 15-foot radius.
Soften Earth and Stone Turns stone to clay or dirt to sand or mud.
Undaunted Fixture Permanently binds two objects together.
Water Cat's Grace Subject gains 1d4+1 DEX for 1 hour/level.
Chill Metal Cold metal damages those who touch it.
Cloudburst Rain obscures vision, extinguishes fires, and hampers missiles.
Create Spring Creates a spring of fresh water.
Creeping Cold Deals progressive damage from cold (+1d6/round).
Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
Delay Poison Stops poison from harming subject for 1 hour/level.
Fog Cloud Fog obscures vision.
[Flame/]Frost Weapon Sheaths weapon in [fire or] ice. [Water Elementalists can only cast the Frost version.]
Ice Blast Cone of ice deals 1d6 points of subdual damage/two levels and frostbite.
Ice Bolt Bolt inflicts piercing, cold damage to its target.
Ice Knife Ranged attack, 1d8 points of cold damage and 2 cold DEX damage.
Mark of Frost +1 to AC, can throw spear of ice.
Mark of Water +2 to CON, can cast a stream of water for damage.
Melf's Acid Arrow Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels.
Snilloc's Snowball Swarm 20-foot radius burst of snowballs deals 1d4 cold damage/level (max 8d4).
Swift Water Enhances the speed of boats and ships.
Univ Avoid Planar Effects Ignore hazards of the natural environment of one plane for 1 minute/level.
Endure (Opposite) Elements Ignores 5/round damage from one energy type. [Elementalists only cast the versions for the opposite of their chosen elements. For instance, an Air Elementalist can protect against either Fire or Acid (the choices for Earth Elementalists) using this spell.]
Resist Elements Ignores 12/round damage from one energy type. [Elementalists only cast the versions for their chosen elements.]
Summon Monster II Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.]

3rd Level
Air Bottle of Smoke Creates a steed made out of smoke.
Displacement Attacks miss subject 50% of the time.
Divine Zephyr Wards area against fire creatures.
Fly Subject flies at speed 90.
Gas Cloud Creates invisible gas that can explode for 1d6 damage/level.
Gaseous Form Subject becomes insubstantial and can fly slowly.
Greater Mage Hand As Mage Hand, but medium range and 10 lbs./caster level.
Gust of Wind Blows away or knocks down smaller creatures.
Ice Burst Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4+10), 30-foot radius.
Invisibility Sphere Makes everyone within 10 feet invisible.
Lightning Bolt 1d6 electrical damage/level (max 10d6).
Scintillating Sphere 20-foot radius spread deals 1d6/level electrical damage.
Shatterfloor Deals 1d4/level sonic damage plus damages floor surface 6 inches deep.
Sleet Storm Hampers vision and movement.
Stinking Cloud Nauseating vapors, 1 round/level.
Touch of the Eel Electrifies target's body, doing damage to any creature that touches it.
Wind Wall Deflects arrows, smaller creatures, and gases.
Wind at Back Doubles overland speed of targets for 1 day.
Fire Aura Against Flame Ignore 12 fire damage/round and extinguish fires.
Bottle of Smoke Creates a steed made out of smoke.
Divine Flame Wards area against cold creatures.
Darkfire As Produce Flame, but dark flames visible with Darkvision.
Explosive Runes Deals 6d6 damage when triggered.
Fireball 1d6 fire damage/level, 20-foot radius (max 10d6).
Fireflow Control fire for 1 minute/level.
Fire Wings Your arms become flaming wings; you can fly or burn things.
Flame Arrow Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage).
Flashburst Flash of light dazzles and blinds in a 20-foot burst.
Flicker You randomly vanish and reappear in flashes of smoke and flame for 1 round/2 levels.
Gas Cloud Creates invisible gas that can explode for 1d6 damage/level.
Haste Extra partial action and +4 AC.
Minute Meteors Throw 1 ball of flame/level which deals 1d4 fire damage to creature struck.
Searing Light Ray deals 1d8/2 levels, more against undead.
Steam Breath 1d6 damage/level, 30-foot cone.
Earth Dispel Magic Cancels magical spells and effects.
Earthbolt Flying earth deals 1d6/level to creatures along its path.
Feign Death Makes one willing, living creature appear dead.
Greater Magic Weapon +1/3 levels (max +5).
Great Knock Destroys any one barred portal.
Iron Storm Creates cloud of magnetic iron filings.
Keen Edge Doubles normal weapon's threat range.
Leia's Copier Copy nonmagical text.
Magic Vestment Armor or shield gains +1/3 levels (max +5).
Magnetism Draw iron or steel objects to yourself.
Meld Into Stone You and your gear merge with stone.
Repair Serious Damage "Cures" 3d8+1/level (max +15) points of damage to a construct.
Sepia Snake Sigil Creates text symbol that immobilizes reader.
Shagrox's Venomblade You create a bladed weapon coated with a STR-damaging poison.
Shatterfloor Deals 1d4/level sonic damage plus damages floor surface 6 inches deep.
Slow One subject/level takes only partial actions, -2 AC, -2 melee rolls.
Steeldance Daggers become animated objects that attack foes.
Undead Lieutenant Targeted undead can give orders to undead in your control.
Wall of Chains Creates barrier of woven chains that has 20 hp/4 caster levels.
Weapon of Impact As Keen Edge, but aids blunt weapons.
Water Acid Breath Cone of acid deals 1d6 damage/level.
Acid Burst Acid deals 1d3/level damage (max 10d3) in a 20-foot radius burst, then 2d6/round for 1 round/2 levels.
Cure Serious Wounds Cures 3d8 + 1/level damage (max +15).
Ice Burst Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4+10), 30-foot radius.
Neutralize Poison Detoxifies venom in or on subject.
Poison Touch deals 1d10 CON damage, repeats in 1 minute.
Pressure Sphere Increases water pressure to damage targets.
Sleet Storm Hampers vision and movement.
Standing Wave Transports across water.
Sweet Water Creates a well to fresh water up to 100 feet down.
Waterball Splash deals subdual damage.
Water Breathing Subjects can breathe underwater.
Water Walk Subject treads on water as if solid.
Univ Attune Form As Avoid Planar Effects, but for 2 hours/level.
Enhance Familiar Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level.
Magic Circle Against Elements As Magic Circle Against Good/Law/Evil/Chaos, but protects against a chosen element instead. [Each type of Elementalist can learn and cast all four versions.]
Protection From Elements Absorb 12/level damage from one energy type. [Elementalists only cast the versions for their chosen elements.]
Resist (Opposite) Elements Ignores 12/round damage from one energy type. [Elementalists only cast the versions for the opposite of their chosen elements. For instance, an Air Elementalist can protect against either Fire or Acid (the choices for Earth Elementalists) using this spell.]
Summon Monster III Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.]

4th Level
Air Air Walk Subject treads on air as if solid (climb at 45° angle).
Coldscream Cone of damage, 1d6/level (max 10d6), half cold and half sonic.
Electric Orb Ranged touch, 1d6/level (max 15d6) points of electrical damage divided as you see fit.
Hidden Object Render one object permanently invisible, even to divination.
Ice Storm Hail deals 5d6 damage in cylinder 40 feet across.
Improved Invisibility As Invisibility, but subject can attack and stay invisible.
Miasma Gas cloud suffocates target.
Murderous Mist Cloud of steam deals 2d6 damage, causes blindness, and inflicts 1d6/round thereafter.
Rainbow Pattern Lights prevent 24 HD of creatures from attacking or moving away.
Shout Deafens all within cone and deals 2d6 damage.
Solid Fog Blocks vision and slows movement.
Sonic Orb Ranged touch, 1d6/level (max 15d6) points of sonic damage divided as you see fit.
Fire Blood of Fire Four blood missiles deal 2d8 damage each.
Chains of Vengeance Subject rendered helpless; takes fire damage each round.
Control Light Adjust light levels up or down.
Emotion Arouses strong emotion in subject.
Explosive Cascade Bouncing flame ball deals 1d6/level fire damage.
Fire Orb Ranged touch, 1d6/level (max 15d6) points of fire damage divided as you see fit.
Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold.
Fire Stride Multiple-use Dimension Door that works only through large fires.
Fire Trap Opened object deals 1d4 + 1/level fire damage.
Flame Vision Spies on subjects from a distance, through a flame.
Ghostdweomer Creates a phantom dweomer around a spell or magic item to foil Dispel Magic attempts.
Living Pyre Creature bursts into flames and suffers 2d6 Fire damage per round.
Purifying Flames Burns a foe every round until extinguished.
Wall of Fire Deals 2d4 fire damage out to 10 feet and 1d4 damage out to 20 feet; passing through wall deals 2d6 + 1/level damage.
Earth Aukloi's Metal Melt Melts metal object without heat.
Bones of Iron Target skeletons get +5 armor bonus to AC.
Chains of Vengeance Subject rendered helpless; takes fire damage each round.
Dancing Blade Target sword fights independently.
Dancing Chains Animates one chain per level.
Evard's Black Tentacles 1d4 + 1/level tentacles grapple randomly within 15 feet.
Graft Weapons Zombies and skeletons become more potent in combat.
Hallucinatory Terrain Makes one type of terrain appear like another (field into forest, etc.).
Land Womb You and one creature/level hide within the earth.
Poison Needles Hail of needles deal poison damage 1d8 CON (repeats in one minute), paralysis for 2d10 minutes, or 1d10 DEX (repeats in one minute).
Repair Critical Damage "Cures" 4d8+1/level (max +20) points of damage to a construct.
Spelltrap Gem absorbs specified spell, explodes if touched.
Spike Stones Creatures in area take 1d8 damage, may be Slowed.
Stoneskin Stops blows, cuts, stabs, and slashes.
Vibrate Touched creature or object vibrates violently for 1 round/level, impeding creatures and damaging objects.
Wall of Deadly Chains Creates barrier of woven chains that has 20 hp/4 caster levels and deals 3d6 damage to all within 10 ft.
Water Acid Orb Ranged touch, 1d6/level (max 15d6) points of acid damage divided as you see fit.
Cloak of the Sea Bestows Water Breathing, Freedom of Movement, and Invisibility in water.
Cold Orb Ranged touch, 1d6/level (max 15d6) points of cold damage divided as you see fit.
Freedom of Movement Subject moves normally despite impediments.
Greater Creeping Cold As Creeping Cold, but has a higher damage cap.
Ice Shape Sculpts ice into any form.
Ice Skin Stops cuts, stabs, slashes, and fire damage.
Ice Storm Hail deals 5d6 damage in cylinder 40 feet across.
Murderous Mist Cloud of steam deals 2d6 damage, causes blindness, and inflicts 1d6/round thereafter.
Quelabi's Potion Maker Creates a potion that must be used within 1 hour/level.
Wall of Ice Creates wall with 15 hp + 1/level, or traps creatures inside hemisphere.
Water to Poison Transform water into ingested poison.
Univ Elemental Ward Drive elementals away.
Fortify Familiar Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level.
Mass Resist Elements As Resist Elements, but affects one subject/level. [Elementalists only cast the versions for their chosen elements.]
Protection From (Opposite) Elements Absorb 12/level damage from one energy type. [Elementalists only cast the versions for the opposite of their chosen elements. For instance, an Air Elementalist can protect against either Fire or Acid (the choices for Earth Elementalists) using this spell.]
Summon Monster IV Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.]

5th Level
Air Alpha's Lightning Armor Absorbs 10 hp/level total electrical damage, and subject deals 1d4 electrical damage by touch.
Alpha's Electrical Aura Deals 5d6 electrical damage/round to one subject, subject can deal 3d6 damage with a touch attack.
Big Sky Sky spirits cause fear.
Binding Winds Sound cannot penetrate to or from target, and -2 on ranged attacks.
Cloudkill Kills 3 HD or less; 4-6 HD save or die.
Control Winds Change wind direction and speed.
Cross of Lightning Send Lightning Bolts in four directions at once.
Drawmij's Flying Feat Object flies under your control, and can carry twice its own weight.
Eldren's Versatile Vibration Cone of sound deals damage or moves objects.
Farral's Freezers Throw 1 ice-blue ball/level which deals 2d4 cold damage and covers target with icy coating.
Ghostform You become incorporeal.
Greater Mark of Air As Mark of Air, but subject can fly and can create a Wind Wall.
Mass Fly As Fly, but affects one subject/level within range.
Otiluke's Electrical Screen Wall or sphere of electrical energy does damage and partially paralyzes creatures that pass through it.
Servant Horde Create 2d6 +1/level (max +15) Unseen Servants.
Telekinesis Lifts or moves 25 pounds/level at long range.
Wind Tunnel Ranged weapons gain +10 bonus and double range increment.
Fire Alpha's Aurora Borealis Ring of light, 1-foot/level radius, which fascinates 2 HD/level of creatures that view it, and deals damage to any that touch it.
Alpha's Firefall Plume of liquid fire which strikes all in a 30-foot radius for 2d6 fire damage, and can strike any one creature within 60 feet for 4d10 damage. Plume lasts 1 minute.
Alpha's Blue Blaze 30-foot cone of acidic fire deals 1d6/level damage, half of which is fire, and half acid.
Alpha's Shooting Stars 1 missile/6 levels, each missile deals 8d6 damage upon striking its target.
Blast Wave Deals 6d6 fire and 6d4 force damage in a 40-foot radius.
Charnel Fire Consumes one corpse or undead creature.
Flame Strike 1d6/level damage (half fire, half pure energy, max 15d6) in a 10-foot radius cylinder.
Greater Mark of Fire As Mark of Fire, but subject has greater resistance and can cast a Fireball.
Groundmelt 10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level.
Incinerate Intense flame deals 1d10 fire damage/level to target creature.
Nystul's Radiant Arch Rainbow between your hands can shoot rays of various color, causing different effects, at enemies.
Otiluke's Radiant Screen Colorful wall causes damage to creatures passing through it, of a type based on its color.
Teleport Instantly transports you anywhere on the same plane.
Earth Animate Dead Creates undead skeletons and zombies.
Elemental Shroud Cover undead under your control with auras of elemental energy. [Earth Elementalists can only create Acid and Fire shrouds with this spell.]
Greater Mark of Earth As Mark of Earth, but subject gains damage reduction and casts a cone of rocks for more damage.
Groundmelt 10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level.
Ironheart Grants recipient +5 bonus that can be distributed among future saving throws.
Lesser Ironguard Subject becomes immune to nonmagical metal.
Meld Object Merges one object into the body of a creature.
Metal Skin Grants +8 natural armor bonus, -2 to DEX.
Mirage Arcana As Hallucinatory Terrain, plus structures.
Passwall Breaches walls up to 1 foot/level thick.
Pillar of Attraction/Repulsion Creates magnetic pillar that attracts/repels metal armor and weapons.
Stone Shape Sculpts stone into any form.
Transmute Mud to Rock Transforms 2 10-foot cubes/level.
Transmute Rock to Mud Transforms 2 10-foot cubes/level.
Wall of Iron 30 hp/4 levels; can topple onto foes.
Wall of Stone 20 hp/4 levels; can be shaped.
Xorn Movement Target can move through natural, solid material.
Water Alpha's Blue Blaze 30-foot cone of acidic fire deals 1d6/level damage, half of which is fire, and half acid.
Belgos's Acid Sheath Sheath of acid damages those who attack you, lets you make touch attacks.
Cone of Acid 1d3 acid damage/level, plus 1d4/round for 1 round/level after.
Cone of Cold 1d6 cold damage/level.
Farral's Freezers Throw 1 ice-blue ball/level which deals 2d4 cold damage and covers target with icy coating.
Greater Mark of Frost As Mark of Frost, but subject has greater damage reduction and can cast a "coldball."
Greater Mark of Water As Mark of Water, but subject can breathe water and Teleport to the surface.
Otiluke's Polar Screen Blue-white wall of light covers creatures that pass through it in extremely cold ice crystals.
Otiluke's Steaming Sphere Steam fills a 30-foot radius sphere, obscuring vision and dealing heat damage to creatures within.
Quelabi's Limited Liquification Caster assumes a liquid state.
Ship Snare Creates a magic trap to slow sea vessels.
Waveform Controls water waves to form virtually any shape the caster desires for 1d10 minutes.
Univ Contact Other Plane Ask question of extraplanar entity. [Elementalists can only contact creatures on the elemental planes, but can contact any elemental plane regardless of their chosen elements.]
Lesser Planar Ally Exchange services with an 8 HD elemental. [Elementalists can only call elementals of their chosen elements.]
Mass Resist (Opposite) Elements As Resist Elements, but affects one subject/level. [Elementalists only cast the versions for the opposite of their chosen elements. For instance, an Air Elementalist can protect against either Fire or Acid (the choices for Earth Elementalists) using this spell.]
Permanency Makes certain spells permanent; costs XP.
Summon Monster V Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.]

6th Level
Air Blizzard Massive snow storm in a wide radius deals damage and cuts movement to half normal.
Cacaphonic Shield Immobile shield blocks sound, deflects missiles, deals 1d6 +1/level and deafens intruders.
Chain Lightning 1d6 electrical damage/level, with secondary bolts.
Control Weather Changes weather in local area.
Justin's Skimmer An improved version of Tenser's Floating Disk that can lift 50 pounds/level, and be used as a transport.
Lightning Storm Causes an electrical storm that the caster can control.
Lightning Wave 1d6/level electrical damage (max 15d6) to all within a 100-foot radius plane centered on you.
Midnight's Creeping Frost Curse Frost slowly covers a structure over several days.
Midnight's Lightning Web Web of electrical energy fills 1 15-foot square/level, damages creatures within it as it forms and any that try moving through or out of it.
Mislead Turns you invisible and creates illusory double.
Power Word, Thunder Causes a clap of deafening thunder.
Fire Disintegrate Makes one creature or object vanish.
Fargrass's Translocation Trick You and target switch places and appear as each other.
Firelight's Fire Spiders Swarm of Fine fire elementals attacks targets.
Fire Seeds Acorns and berries become grenades and bombs.
Gamma Burst Concentrated burst of intense radiation fills area for an instant.
Leia's Missile Tempest Missile splits to unerringly hit all targets in range, dealing 1d12 + 3/level damage divided among them.
Masol's Light Blast Incredibly intense 15-foot radius burst of light that causes flash burns and can cause permanent blindness.
Mass Haste As Haste, but affects 1/level subjects.
Mass Teleport As Teleport, but affects you and 1 other subject/3 levels.
Prismatic Eye Orb produces individual prismatic rays as touch attacks.
Earth Fargrass's Spirit Needle Needle pins spirit in place, in corporeal form.
Flesh to Stone Turns subject creature into a statue.
Guards and Wards Array of magic effects protect area.
Hardening Increases target object's Hardness by 1/2 caster levels.
Move Earth Digs trenches and builds hills.
Stonehold Stony arm trap grapples and damages creatures.
Stone Tell Talk to natural or worked stone.
Stone to Flesh Restores petrified creature.
Stone Walk Linked areas allow multiple teleportations.
Suppress Glyph You notice but do not trigger magical writing traps.
Thousand Needles Subject takes 2d6 damage and a -4 penalty on attacks, saves, and checks.
Water Acid Fog Fog deals acid damage.
Blizzard Massive snow storm in a wide radius deals damage and cuts movement to half normal.
Control Water Raises, lowers, or parts bodies of water.
Farral's Freezing Claw Magical claw deals cold damage with a touch and freezes targets solid.
Midnight's Creeping Frost Curse Frost slowly covers a structure over several days.
Otiluke's Freezing Sphere Freezes water or deals cold damage.
Watermorph You transform yourself into water.
Univ Imbue Familiar With Spell Ability You transfer spells to your familiar.
Planar Ally As Lesser Planar Ally, but up to 16 HD. [Elementalists can only call elementals of their chosen elements.]
Summon Monster VI Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.]

7th Level
Air Cloudwalkers Clouds support creatures, allowing flight.
Electrosphere 5 foot/level radius burst of lightning bolts, dealing 1d8/level electrical damage.
Freeze Target is frozen solid.
Great Thunderclap Loud noise causes stunning, deafness, and knocks prone in a large area.
Mass Invisibility As Invisibility, but affects all in range.
Sequester Subject is invisible to sight and scrying.
Storm Tower Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement.
Wind Walk You and your allies turn vaporous and travel fast.
Zeroball Burst of cold freezes everything in the area, trapping and damaging all within.
Fire Brilliant Aura Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels.
Delayed Blast Fireball 1d8 fire damage/level; you can delay blast for 5 rounds.
Eruption Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level.
Firelight's Falterless Fire Creates a burst of persistent flame.
Fire Storm Deals 1d6 fire damage/level (max 20d6), within 2 10-foot cubes/level.
Holy Star Glowing light turns spells, gives a cover bonus to AC, or shoots beams of fire.
Prismatic Spray Ray hits subjects with a variety of effects.
Sunbeam Beam blinds and deals 3d6 damage.
Earth Blood to Dust Transformation instantly kills a target creature.
Bombardment Falling rocks deal 1d8 damage/level and bury targets.
Daggers of Nandra Creates a cloud of tiny blades that inflict 1d4 points of damage per round.
Earthquake Intense tremor shakes 5-foot/level radius.
Eruption Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level.
Greater Ironguard Subject becomes immune to metal with less than a +3 enhancement bonus.
Master Earth Travel through the earth to any location.
Phase Door Invisible passage through wood or stone.
Statue Subject can become a statue at will.
Vulnerability Reduces an opponent's Damage Reduction.
Water Acid Rain Acidic storm deals damage in a 40-foot radius every round, for 1 round/level.
Farral's Ice Claw Prison Ice claw grapples and deals normal and cold damage.
Freeze Target is frozen solid.
Simulacrum Creates partially real double of a creature.
Slipstream Allows a boat or ship to travel much faster, for 1 hour/level.
Whirlpool Creates a powerful whirlpool, 50 yards/level in diameter, in a large body of liquid.
Zeroball Burst of cold freezes everything in the area, trapping and damaging all within.
Univ Elemental Body Gain the powers of an elemental for a time. [Elementalists only cast the versions for their chosen elements.]
Elemental Immunity Subject is immune to damage from one form of elemental energy. [Elementalists only cast the versions for their chosen elements.]
Plane Shift Up to 8 subjects travel to another plane. [Elementalists can only transfer to the Material Plane, Ethereal Plane, or one of the Inner Planes.]
Summon Monster VII Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.]

8th Level
Air Ball Lightning Creates magical balls of electricity which shield you, and can be used to attack your enemies.
Cloudboat Cloud becomes a flying ship for you and your allies.
Cloud of Doom Poisonous cloud forces all within to save or die.
Great Shout Devastating yell deals 20d6 sonic damage; stuns creatures, damages objects.
Phantasmal Thief Creates an unseen force that steals from others.
Stormrage Fly, Wind Wall, protection from strong winds, and make electrical attacks.
Fire Belgos's Blackflame Surrounds the subject in an inferno of black fire.
Gamma Zone Fills area with dangerous radiation for 1 day/level.
Incendiary Cloud Cloud deals 4d6 fire damage/round, for 1 round/level.
Prismatic Wall Wall's colors have array of effects.
Sunburst Blinds all within 10 feet, and deals 3d6 damage.
Earth Cast in Stone Petrifying gaze attack.
Fossilize Kills subject creature and petrifies it simultaneously.
General of Undeath Increases your maximum HD of controlled undead by 10 times your level.
Iron Body Your body becomes living iron.
Maze Traps subject in an extradimensional maze.
Trap the Soul Imprisons subject within gem.
Water Befoul Large amount of water becomes poisonous.
Clone Duplicate awakens when original dies.
Drown Creature's lungs fill with water.
Farral's Field of Icy Razors Creatures in area take normal and cold damage, may be Slowed.
Horrid Wilting Deals 1d8 damage/level within 30 feet.
Quelabi's Waterbone Curse Target becomes a soft-bodied oozelike creature.
Univ Greater Planar Ally As Lesser Planar Ally, but up to 24 HD. [Elementalists can only call elementals of their chosen elements.]
(Opposite) Elemental Immunity Subject is immune to damage from one form of elemental energy. [Elementalists only cast the versions for the opposite of their chosen elements. For instance, an Air Elementalist can protect against either Fire or Acid (the choices for Earth Elementalists) using this spell.]
Summon Monster VIII Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.]

9th Level
Air Absolute Zero Burst of cold freezes the air itself solid, trapping and damaging all in area.
Cyclone Summons a massive, powerful cyclone under your control.
Freedom Releases creature suffering Imprisonment.
Long Chain Lightning 1d8 damage/level; secondary and tertiary bolts.
Thunderswarm Deals 16d8 points of lightning damage, plus bursts.
Fire Gammacleanse Permanently reduces radiation in area to harmless levels.
Mass Eruption Deal 20d6 damage in a 50-foot radius, for 1 minute/level.
Meteor Swarm Deals 24d6 fire damage, plus bursts.
Prismatic Sphere As Prismatic Wall, but surrounds on all sides.
Spontaneous Combustion Target bursts into flame from the inside out.
Earth Gammacleanse Permanently reduces radiation in area to harmless levels.
Implosion Kills 1 creature/round.
Imprisonment Entombs subject beneath the earth.
Mass Eruption Deal 20d6 damage in a 50-foot radius, for 1 minute/level.
Water Absolute Zero Burst of cold freezes the air itself solid, trapping and damaging all in area.
Avalanche Wave of slush deals 1d4 cold damage/level and moves targets.
Splut Target must save or die, and takes 1d6/level acid damage even on a successful save.
Tsunami Creates a tidal wave in a large body of liquid, under your control.
Univ Elemental Aura You receive extra powers depending on your chosen element.
Elemental Swarm Summons 2d4 Large, 1d4 Huge elementals. [Elementalists can only summon elementals of their chosen elements.]
Estate Transference Transfers your fortress to your chosen elemental plane.
Summon Monster IX Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.]

Naturalist Spells

Spells are listed by Naturalist subclass within each level. Spells from the Player's Handbook are listed in red. Spells which appear in multiple subclasses' spell lists appear in each of the appropriate lists below; that is, there are duplicate entries for them. This is necessary because (as of yet) there is no equivalent to a "Universal school" among Naturalists.

0th Level
Creator Arcane Mark Inscribes a personal rune (visible or invisible).
Clean Cleans grime and dirt from one object or person.
Cure Minor Wounds Cures 1 point of damage.
Dancing Lights Figment torches or other lights.
Detect Magic Detects spells and magic items within 60 feet.
Ghost Sound Figment sounds.
Light Object shines like a torch.
Mage Hand 5-pound telekinesis.
Prestidigitation Performs minor tricks.
Purify Food and Drink Purifies 1 cubic foot/level of food or water.
Quick Sober Cures the target of alcoholic or other intoxication/drunkenness.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Virtue Subject gains 1 temporary hit point.
Energist Arcane Mark Inscribes a personal rune (visible or invisible).
Chill/Warmth Slowly raises or lowers temperature.
Dancing Lights Figment torches or other lights.
Detect Magic Detects spells and magic items within 60 feet.
Flare Dazzles one creature (-1 attack).
Ghost Sound Figment sounds.
Light Object shines like a torch.
Mage Hand 5-pound telekinesis.
Prestidigitation Performs minor tricks.
Ray of Frost Ray deals 1d3 cold damage.
Ray of Heat Ray deals 1d3 heat damage.
Read Magic Read scrolls and spellbooks.
Spark Creates a tiny spark.
Faunist Arcane Mark Inscribes a personal rune (visible or invisible).
Detect Magic Detects spells and magic items within 60 feet.
Detect Poison Detects poison in one creature or object.
Know Direction You discern north.
Prestidigitation Performs minor tricks.
Quick Sober Cures the target of all alcoholic influences.
Read Magic Read scrolls and spellbooks.
Virtue Subject gains 1 temporary hp.
Negator Arcane Mark Inscribes a personal rune (visible or invisible).
Bleeding Disease Initiates a contagious sickness in a random individual.
Daze Creature loses next action.
Detect Magic Detects spells and magic items within 60 feet.
Detect Poison Detects poison in one creature or small object.
Disrupt Undead Deals 1d6 damage to one undead.
Distort Shadow Change the shape of any ordinary shadow.
Fumble Creature drops an object it is holding.
Ghost Sound Figment sounds.
Inflict Minor Wounds Touch attack, 1 point of damage.
Prestidigitation Performs minor tricks.
Ray of Frost Ray deals 1d3 cold damage.
Read Magic Read scrolls and spellbooks.
Spoil Food and Drink Spoils 1 cu. ft./level of food or water.
Steal Sleep Transfers need to sleep to target creature.
Materialist Arcane Mark Inscribes a personal rune (visible or invisible).
Clean Cleans grime and dirt from one object or person.
Detect Magic Detects spells and magic items within 60 feet.
Mending Makes minor repairs on an object.
Open/Close Opens or closes small or light things.
Prestidigitation Performs minor tricks.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Shockwave Knock a foe prone from a distance by punching the ground.
Florant Adhere to Wood Caster's skin sticks to wooden surfaces.
Arcane Mark Inscribes a personal rune (visible or invisible).
Clean Cleans grime and dirt from one object or person.
Create Water Creates 2 gallons/level of pure water.
Daze Creature loses next action.
Detect Magic Detects spells and magic items within 60 feet.
Detect Poison Detects poison in one creature or small object.
Prestidigitation Performs minor tricks.
Purify Food and Drink Purifies 1 cubic foot/level of food or water.
Read Magic Read scrolls and spellbooks.
Sneeze Causes target to sneeze.

1st Level
Creator Alarm Wards an area for 2 hours/level.
Animate Rope Makes a rope move at your command.
Bless Allies gain +1 attack and +1 on saves against fear.
Bouyancy Net Target is forced to the water's surface.
Cure Light Wounds Cures 1d8 + 1/level damage (max +5).
Detect Psionics Detects powers and psionic items within 60 feet.
Endure Elements Ignores 5 damage/round from one energy type.
Hold Portal Holds door shut.
Identify Determines single feature of magic item.
Nystul's Magical Aura Grants object false magic aura.
Nystul's Undetectable Aura Masks magic item's aura.
Protection From Evil +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear +4 on saves against fear for one subject +1/4 levels.
Salamar's Quiet Contemplation Causes enemies to grow passive and philosophical.
Shield Invisible disc gives cover and blocks Magic Missiles.
Silent Image Creates minor illusion of your design.
Unseen Servant Creates invisible force that obeys your commands.
Energist Burning Hands 1d4 fire damage/level (max 5d4).
Chill Touch 1 touch/level deals 1d6 damage and possibly 1 STR damage.
Color Spray Knocks unconscious, blinds, or stuns 1d6 weak creatures.
Faerie Fire Outlines subject with light, cancelling Blur, concealment, etc.
Flame Bolt Shoots flaming missiles.
Flash Causes a flash of light that blinds enemies.
Magic Missile 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Nystul's Magical Aura Grants object false magic aura.
Shocking Grasp Touch delivers 1d8 +1/level electricity.
Tenser's Floating Disk 3-ft. diameter horizontal disk that holds 100 pounds/level.
Ventriloquism Throws voice for 1 minute/level.
Faunist Acid Spittle Expectorate a viscous glob of acid at an opponent.
Animal Friendship Gains permanent animal companions.
Calm Animals Calms 2d4+1/level HD of animals, beasts, and magical beasts.
Disguise Self Changes your appearance.
Chameleon Skin Gives +1 bonus per level to Hide (max +10).
Detect Animals or Plants Detects species of animals or plants.
Enlarge Object or creature grows +10%/level (max +50%).
Expeditious Retreat Doubles your speed.
Feather Fall Objects or creatures fall slowly.
Glue Makes a 10-foot square surface sticky.
Grease Makes 10-foot square or one object slippery.
Hypnotism Fascinates 2d4 HD of creatures.
Jump Subject gets +30 on Jump checks.
Magic Fang One natural weapon of subject creature gets +1 bonus to attack and damage.
Mount Summons riding horse for 2 hours/level.
Rabbit Feet Gives +2 bonus/level to Move Silently.
Reduce Object or creature shrinks 10%/level (max 50%).
Sethris's Potency Increases a natural poison's DC.
Spider Climb Grants ability to walk on walls and ceilings.
Summon Monster I Calls outsider to fight for you.
Summon Nature's Ally I Calls creature to fight.
Negator Acid Hands 1d4 acid damage/level (max 5d4).
Bane Enemies suffer -1 attack, -1 on saves against fear.
Cause Fear One creature flees for 1d4 rounds.
Chill Touch 1 touch/level deals 1d6 damage and possibly 1 STR damage.
Detect Undead Reveals undead within 60 feet.
Disappear Caster becomes invisible for 2 rounds.
Entropic Shield Ranged attacks against you suffer 20% miss chance.
Erase Mundane or magical writing vanishes.
Gloom Creates an area of shadowy "light" around a touched object.
Inflict Light Wounds Touch, 1d8+1/level damage (max +5).
Invisibility to Undead Undead can't perceive 1 subject/level.
Magic Weapon Weapon gains +1 bonus.
Nahal's Wild Surge Causes a wild surge.
Obscure Shadow Makes an ordinary shadow disappear.
Protection From Good +2 AC and saves, counter mind control, and hedge out elementals and outsiders.
Ray of Enfeeblement Ray reduces STR by 1d6 points +1 point/2 levels.
Reshape Shadow Changes the shape of a natural shadow.
Shade's Sight Creature touched may look from nearby shadows.
Sleep Put 2d4 HD of creatures into comatose slumber.
Materialist Alarm Wards an area for 2 hours/level.
Animate Rope Makes a rope move at your command.
Detect Gold Detects gold or other metals.
Detect Secret Doors Reveals hidden doors within 60 feet.
Hold Portal Holds door shut.
Identify Determines single feature of magic item.
Mage Armor Gives subject +4 armor bonus.
Magic Stone Three stones become +1 projectiles, 1d6+1 damage.
Magic Weapon Weapon gains +1 bonus.
Shockwave Strike Transmit the force of a bludgeoning weapon through the ground to an opponent.
Trigger Rune Triggers a previously placed, magical rune from a distance.
Florant Calm Animals Calms 2d4+1/level HD of animals, beasts, and magical beasts.
Charm Person Makes one person your friend.
Detect Animals or Plants Detects species of animals or plants.
Entangle Plants entangle everyone in a 40-foot radius circle.
Erase Mundane or magical writing vanishes.
Feather Fall Objects or creatures fall slowly.
Goodberry 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Obscuring Mist Fog surrounds you.
Salamar's Quiet Contemplation Causes enemies to grow passive and philosophical.
Sethris's Potency Increases a natural poison's DC.
Sleep Put 2d4 HD of creatures into comatose slumber.

2nd Level
Creator Aid +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Arcane Lock Magically locks a portal or a chest.
Blazing Shield Protects the caster against melee and missile attacks.
Consecrate Fills area with positive energy, making undead weaker.
Continual Flame Makes a permanent, heatless torch.
Cure Moderate Wounds Cures 2d8 + 1/level damage (max +10).
Daylight 60-foot radius of bright light.
Delay Poison Stops poison from harming subject for 1 hour/level.
Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
Life Shield Creates a shield that draws power from the caster's life energy.
Minor Image As Silent Image, plus some sound.
Misdirection Misleads divinations for one creature or object.
Obscure Object Masks object against divination.
Protection From Arrows Subject is immune to most ranged attacks.
Resist Elements Ignores 12 damage/round from one energy type.
See Invisibility Reveals invisible creatures or objects.
Whispering Wind Sends a short message one mile/level.
Energist Battlecry Cone area effect that stuns opponents.
Blazing Shield Protects the caster against melee and missile attacks.
Cold Snap Numbs and injures an opponent with bone-chilling cold.
Chill Metal Cold metal damages those who touch it.
Continual Flame Makes permanent, heatless torch.
Daylight 60-foot radius of bright light.
Dolomar's Force Wave Pushes away surrounding objects and creatures.
Ethereal Bolt Bolt that damages ethereal and incorporeal targets.
Flame Blade Touch attack deals 1d8 +1/2 levels damage; blade lasts 1 minute/level.
Flame/Frost Weapon Sheaths weapon in fire or ice.
Flaming Sphere Rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ganest's Farstrike Creates a bolt of flame with exceptional range.
Glitterdust Blinds creatures, outlines invisible creatures.
Heat Metal Hot metal damages those who touch it.
Hypnotic Pattern Fascinates 2d4 +1 HD/level (max +10) of creatures.
Levitate Subject moves up and down at your direction.
Mirror Image Creates decoy duplicates of you (1d4 +1/three levels, max 8).
Nahal's Wild Surge Causes a wild surge.
Pyrotechnics Turns fire into blinding light or choking smoke.
See Invisibility Reveals invisible creatures or objects.
Shatter Sonic vibration damages objects or crystalline creatures.
Faunist Alter Self As Disguise Self, plus more drastic changes.
Animal Messenger Sends a Tiny animal to a specific place.
Animal Trance Fascinates 2d6 HD of animals.
Assassin's Senses Increases caster's critical threat range and multiplier by one.
Blindness/Deafness Makes subject blind or deaf.
Bull's Strength Subject gains 1d4+1 STR for 1 hour/level.
Cat's Grace Subject gains 1d4+1 DEX for 1 hour/level.
Charm Person or Animal Makes one person or animal your friend.
Darkvision See 60 feet in total darkness.
Eagle's Splendor Subject gains 1d4+1 CHA for 1 hour/level.
Endurance Gain 1d4+1 CON for 1 hour/level.
Ever Scent Creates an illusory smell.
Frog Tongue Transforms tongues into those of giant frogs, which may be used to attack enemies.
Fox's Cunning Subject gains 1d4+1 INT for 1 hour/level.
Hold Animal Holds one animal helpless; 1 round/level.
Hunter's Stalk Provides concealment in rustic surroundings.
Invisibility to Animals Animals can't perceive one subject/level.
Owl's Wisdom Subject gains 1d4+1 WIS for 1 hour/level.
Speak With Animals You can communicate with natural animals.
Summon Monster II Calls outsider to fight for you.
Summon Nature's Ally II Calls creature to fight.
Summon Swarm Summons swarm of small crawling or flying creatures.
Web Fills 10-foot cube/level with sticky spider webs.
Wolf's Cry Causes animal attackers to flee, imposes -1 attack penalty on intelligent foes.
Negator Animate Shadow Shadows become ropes that entangle.
Blindness/Deafness Makes subject blind or deaf.
Chill Metal Cold metal damages those who touch it.
Dark Flames Creates a flame of darkness that grants darkvision.
Darkness 20 foot radius of supernatural darkness.
Darkvision See 60 feet in total darkness.
Death's Eyes View the last minutes of a corpse's life from its view.
Desecrate Fills area with negative energy, making undead stronger.
Ghoul Touch Paralyzes one subject, who exudes stench (-2 penalty) nearby.
Inflict Moderate Wounds Touch attack, 2d8 + 1/level damage (max +10).
Invisibility Subject is invisible for 10 minutes/level or until it attacks.
Minor Shadow Conjuration Replicate 1st-level Conjuration spells.
Phantom's Howl Cry that causes foes to be shaken, stunned, or paralyzed.
Rune of Darkness Rune causes impenetrable darkness.
Scare Panics creatures up to 5 HD (15-foot radius).
Shadow Images Creates quasi-real mirror images of the caster.
Sleep of the Dead Feign death.
Spectral Hand Creates disembodied glowing hand to deliver touch attacks.
Materialist Arcane Lock Magically locks a portal or chest.
Arrow Flurry Transforms a single fired arrow into three.
Earth's Embrace As long as it is touching ground, subject gains +1 AC, +1 saves, and takes half damage from all attacks.
Find Traps Notice traps as a rogue does.
Hold Person Holds one person helpless; 1 round/level.
Knock Opens locked or magically sealed door.
Locate Object Senses direction toward object (specific or type).
Make Whole Repairs an object.
Map Creates a map of a 10-foot/level square which lasts 1 minute/level.
Protection From Arrows Subject immune to most ranged attacks.
Remove Paralysis Frees one or more creatures from paralysis, hold or slow.
Renewed Focus Refocuses caster's initiative.
Rope Trick Up to eight creatures hide in extradimensional space.
Rune of Darkness Rune causes impenetrable darkness.
Silence Negates sound in a 15-foot radius.
Smother Creates magical cloak that smothers a target.
Soften Earth and Stone Turns stone to clay or dirt to sand or mud.
Florant Alibi Distorts memories of witnesses.
Barkskin Grants +3 natural armor bonus (or higher).
Blur Attacks miss subject 20% of the time.
Delay Poison Stops poison from harming subject for 1 hour/level.
Ehkahk's Prank Confuses the magic of a spellcaster, causing him/her to discharge the wrong spell.
Fog Cloud Fog obscures vision.
Intoxicate Causes intoxication ability penalties and possible unconsciousness.
Leomund's Trap Makes an item seem trapped.
Magic Mouth Speaks once when triggered.
Misdirection Misleads divinations for one creature or object.
Rend the Sovereign Soul Weakens victim's Will to resist.
Sethtel's Stick Servant Creates a servant out of sticks.
Sleep of the Dead Feign death.
Tasha's Hideous Laughter Subject loses actions for 1d3 rounds.
Tree Shape You look exactly like a tree for 1 hour/level.
Warp Wood Bends wood (shaft, handle, door, plank).
Wood Shape Rearranges wooden objects to suit you.

3rd Level
Creator Banish Shadow Sends a shadow creature back to its home.
Cure Serious Wounds Cures 3d8+1/level damage (max +15).
Dispel Magic Cancels magical spells and effects.
Explosive Runes Deals 6d6 damage when read.
Glyph of Warding Inscription harms those who pass it.
Gust of Wind Blows away or knocks down smaller creatures.
Invigorate Dead Restores some life to one dead creature.
Invisibility Purge Dispels invisibility within 5 feet/level.
Life Force Transfer Heal others by harming yourself.
Magic Circle Against Evil As Protection spell, but 10 foot radius and 10 minutes/level.
Major Image As Silent Image, plus sound, smell, and thermal effects.
Negative Energy Protection Subject resists level and ability drains.
Nondetection Hides subject from divination, scrying.
Protection From Elements Absorb 12 damage/level from one kind of energy.
Remove Blindness/Deafness Cures normal or magical conditions.
Remove Disease Cures all disease affecting subject.
Searing Light Ray deals 1d8/two levels, more against undead.
Sunspear Creates a spear of light that heals or inflicts 2d4+2/level when thrown.
Wind Wall Deflects arrows, smaller creatures and gasses.
Energist Blink You randomly vanish and reappear for 1 round/level.
Clairaudience/Clairvoyance Hear or see at a distance for 1 minute/level.
Dragon's Breath Caster breathes damaging effect, 1d6 per level.
Fireball 1d6 damage/level, 20 foot radius.
Fireflow Control fire for 1 minute/level.
Flame Arrow Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage).
Fly Subject flies at a speed of 90.
Laser Intense beam deals 1d4 damage/level to one target.
Leomund's Tiny Hut Creates shelter for 10 creatures.
Lightning Bolt Electricity deals 1d6 damage/level.
Manaspear Creates a magical spear that inflicts damage and drains spells from its target.
Pressure Sphere Increases water pressure to damage targets.
Searing Light Ray deals 1d8/2 levels, more against undead.
Sound Beam Deafens creatures and deals 2d4 damage to each.
Touch of the Eel Electrifies target's body, doing damage to any creature that touches it.
Wildball Deals 1d4/level damage of a random type to each creature in a 20-foot radius.
Faunist Animal Infusion Gain the power of an animal.
Animal Spy Sends a Tiny animal on a 3-step mission.
Contagion Infects subject with chosen disease.
Dominate Animal Subject animal obeys silent mental commands.
Dragon's Breath Caster breathes damaging effect, 1d6 per level.
Fly Subject flies at speed of 90.
Greater Magic Fang One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5).
Haste Extra partial action and +4 AC.
Hold Person Holds one person helpless; 1 round/level.
Listening Ringworm Creates a worm parasite in the target that transmits sound to the caster.
Phantom Steed Magical horse appears for 1 hour/level.
Remove Disease Cures all diseases affecting subject.
Sepia Snake Sigil Creates text symbol that immobilizes reader.
Slow One subject/level takes only partial actions, -2 AC, -2 melee rolls.
Stinking Cloud Nauseating vapors, 1 round/level.
Summon Monster III Calls outsider to fight for you.
Summon Nature's Ally III Calls creature to fight.
Tongues Speak any language.
Touch of the Eel Electrifies target's body, doing damage to any creature that touches it.
Wall of Hornets You summon a wall of stinging, poisonous hornets.
Water Breathing Subjects can breathe underwater.
Negator Armor of Undeath Crafts protective armor from a corpse.
Gentle Repose Preserves one corpse.
Halt Undead Immobilizes undead for 1 round/level.
Inflict Serious Wounds Touch attack, 3d8 + 1/level damage (max +15).
Magic Circle Against Good As Protection spell, but 10-foot radius and 10 minutes/level.
Minor Shadow Evocation Replicates 1st and 2nd-level Evocations.
Shadow Bolt Thrown shadow energy that causes 1d6 damage/level.
Shadow Form Caster turns into a natural shadow.
Shadow Strike Damage inflicted on a shadow is transferred to its owner.
Shadow Touch Caster has STR-draining touch.
Speak With Dead Corpse answers one question/2 levels.
Vampiric Touch Touch deals 1d6/2 caster levels; caster gains damage as HP.
Materialist Explosive Runes Deals 6d6 damage when read.
Glyph of Warding Inscription harms those who pass it.
Great Knock Destroys any one barred portal.
Greater Magic Weapon +1/three levels (max +5).
Ice Shape Sculpts ice into any form.
Iron Storm Creates cloud of magnetic iron filings.
Keen Edge Doubles normal weapon's threat range.
Leomund's Tiny Hut Creates shelter for 10 creatures.
Magic Vestment Armor or shield gains +1/3 levels (max +5).
Meld Into Stone You and your gear merge with stone.
Rune of Fire Rune causes 1d6 fire damage per caster level.
Rune of Seeing Rune allows scrying.
Rune of Sleep Rune causes 1d6 hit dice of creatures per caster level to fall asleep.
Secret Page Changes one page to hide its real content.
Sepia Snake Sigil Creates text symbol that immobilizes reader.
Unbuckle Unfastens all buckles in area.
Florant Diminish Plants Reduces size or blights growth of normal plants.
Displacement Attacks miss subject 50%.
Hold Person Holds one person helpless; 1 round/level.
Illusory Script Only intended reader can decipher.
Neutralize Poison Detoxifies venom in or on subject.
Plant Growth Grows vegetation, improves crops.
Poison Touch deals 1d10 CON damage, repeats in 1 minute.
Secret Page Changes one page to hide its real content.
Speak With Plants You can talk to normal plants and plant creatures.
Spike Growth Creatures in area take 1d4 damage, may be Slowed.
Suggestion Compels subject to follow stated course of action.
Thorn Throw A cone of thorns causes 1d6 hit points/level minus AC.
Water Breathing Subjects can breathe underwater.

4th Level
Creator Cloak of Righteousness Creates shining raiment, blinding opponents and encouraging allies.
Create Food and Water Feeds three humans (or one horse)/level.
Cure Critical Wounds Cures 4d8+1/level damage (max +20).
Death Ward Grants immunity to death spells and effects.
Dimensional Anchor Bars extradimensional movement.
Dispel Psionics Cancels psionic powers and effects.
Fire Trap Opened object deals 1d4 + 1/level fire damage.
Ghostdweomer Creates a phantom dweomer around a spell or magic item to foil Dispel Magic attempts.
Holy Channel Allows healing spells to be cast at range.
Illusory Wall Wall, floor, or ceiling looks real, but anything can pass through.
Ironheart Grants recipient +5 bonus that can be distributed among future saving throws.
Minor Globe of Invulnerability Stops 1st- through 3rd-level spell effects.
Neutralize Poison Detoxifies venom in or on subject.
Remove Curse Frees object or person from curse.
Remove Resistance Decreases target's spell resistance.
Restoration Restores level and ability score drains.
Seal Portal Seals one portal until a condition is met.
Stoneskin Stops blows, cuts, stabs, and slashes.
Energist Call Lightning Directs lightning bolts (1d10/level) during storms.
Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold.
Fire Trap Opened object deals 1d4+1/level damage.
Ice Storm Hail deals 5d6 damage in cylinder 40 feet across.
Illusory Wall Wall, floor, or ceiling looks real, but anything can pass through.
Otiluke's Resilient Sphere Force globe protects but traps one subject.
Purifying Flames Burns a foe every round until extinguished.
Rainbow Pattern Lights prevent 24 HD of creatures from attacking or moving away.
Sacrifice Spell Cannibalize other spells for a 1d8 damage/spell level bolt.
Shout Deafens all within cone and deals 2d6 damage.
Vibrate Touched creature or object vibrates violently for 1 round/level, impeding creatures and damaging objects.
Wall of Fire Deals 2d4 fire damage out to 10 feet and 1d4 out to 20 feet. Passing through wall deals 2d6+1/level.
Faunist Arcane Eye Invisible floating eye moves 30 feet/round.
Beast Soul Borrow the abilities of a willing animal.
Evard's Black Tentacles 1d4 +1/level tentacles grapple randomly within 15 feet.
Freedom of Movement Subject moves normally despite impediments.
Giant Vermin Turns insects into giant vermin.
Gluttony Fills targets with ravenous hunger for 1 minute/level.
Locate Creature Indicates direction to familiar creature.
Mind Over Matter Aids concentration to ignore distractions.
Neutralize Poison Detoxifies venom in or on subject.
Poison Touch deals 1d10 CON damage, repeats in 1 minute.
Polymorph Other Gives one subject a new form.
Polymorph Self You assume a new form.
Repel Vermin Insects stay 10 feet away.
Summon Monster IV Calls outsider to fight for you.
Summon Nature's Ally IV Calls creature to fight.
Tattoo Item Changes one item into a tattoo on the subject's body.
Terole's Translator Gives complete understanding of one language.
Tevikk's Creeping Eye Creates a small eye-like object that the caster can see through.
Verminplague Summons a horde of diseased rats, insects, and other scavengers.
Yaral's Totemic Transformation Grants caster powers of totem animal.
Negator Animate Dead Creates undead skeletons and zombies.
Bestow Curse -6 to an ability; -4 on all attacks, saves, and checks; or 50% chance of losing each action.
Bottomless Pit Creates an infinitely deep hole.
Condemned Target becomes unaffected by magical healing.
Contagion Inflicts subject with chosen disease.
Enervation Subject gains 1d4 negative levels.
Fear Subjects within cone flee for 1 round/level.
Inflict Critical Wounds Touch attack, 4d8 + 1/level damage (max +20).
Phantasmal Killer Fearsome illusion kills subject or deals 3d6 damage.
Shadow Shield Protects the caster from sight and scrying.
Shadow Conjuration Mimics conjuring below 4th level.
Unholy Channel Allows Inflict spells to be cast upon target at range.
Verminplague Summons a horde of diseased rats, insects, and other scavengers.
Zombie Form Take the form of a zombie.
Materialist Dimensional Anchor Bars extradimensional movement.
Ice Skin Stops cuts, stabs, slashes, and fire damage.
Leomund's Secure Shelter Creates sturdy cottage.
Minor Circle of Seeing Creates a magical circle to view locations where Runes of Seeing have been placed.
Minor Creation Creates one cloth or wood object.
Mirror Safe Creates an extradimensional space to store items.
Rune of Poison Rune causes deadly poison.
Rusting Grasp Your touch corrodes iron and alloys.
Seal Portal Seals one portal until a condition is met.
Spike Stones Creatures in area take 1d8 damage, may be Slowed.
Stone Shape Sculpts stone into any form.
Stoneskin Stops blows, cuts, stabs, and slashes.
Tattoo Item Changes one item into a tattoo on the subject's body.
There/Not There Objects in a 10-foot cube randomly appear and disappear for 1d6 × 10 minutes.
Wall of Ice Creates wall with 15 hp + 1/level, or traps creatures inside hemisphere.
Florant Antiplant Shell Keeps animated plants at bay.
Charm Monster Makes monster believe it is your ally.
Confusion Makes subject behave oddly for 1 round/level.
Contagion Infects subject with chosen disease.
Control Plants Talk to and control plants and fungi.
Emotion Arouses strong emotion in subject.
Fear Subjects within cone flee for 1 round/level.
Hallucinatory Terrain Makes one type of terrain appear like another (field into forest, etc.).
Lesser Geas Commands subject of 7 HD or less.
Mind Over Matter Aids concentration to ignore distractions.
Minor Creation Creates one cloth or wood object.
Phantasmal Killer Fearsome illusion kills subject or deals 3d6 damage.
Remove Disease Cures all diseases affecting subject.
Rune of Poison Rune causes deadly poison.
Solid Fog Blocks vision and slows movement.
Strife Victim sees allies as deadly enemies.

5th Level
Creator Break Enchantment Frees subjects from enchantments, alterations, curses, and petrification.
Control Winds Change wind direction and speed.
Dismissal Forces a creature to return to native plane.
Dispel Evil +4 bonus against attacks.
Dream Sends message to anyone sleeping.
Hallow Designates location as holy.
Healing Circle Cures 1d8+1/level damage in all directions.
Permanency Makes certain spells permanent; costs XP.
Persistent Image As Major Image, but no concentration required.
Spell Resistance Subject gains +12 +1/level SR.
Energist Bigby's Interposing Hand Hand provides 90% cover against one opponent.
Blast Wave Deals 6d6 fire and 6d4 force damage in a 40-foot radius.
Blizzard Massive snow storm in a wide radius deals damage and cuts movement to half normal.
Cone of Cold 1d6 cold damage/level.
Doomwail Victims must make Will saving throws or be deafened or paralyzed.
Farral's Freezers Throw 1 ice-blue ball/level which deals 2d4 cold damage and covers target with icy coating.
Flame Strike 1d6/level damage (half fire, half pure energy, max 15d6) in a 10-foot radius cylinder.
Permanency Makes certain spells permanent; costs XP.
Pillar of Attraction/Repulsion Creates magnetic pillar that attracts/repels metal armor and weapons.
Sending Delivers short message anywhere, instantly.
Telekinesis Lifts or moves 25 pounds/level at long range.
Vortex Vortex of magical energy does 1d4/level damage to normal creatures, 1d6/level to magical and spellcasters.
Wall of Force Wall is immune to damage.
Warp Accelerator One large object moves in a specified direction, and doubles speed each minute, for up to 10 minutes/3 levels.
Faunist Animal Growth One animal/two levels doubles in size, HD.
Awaken Animal or tree gains human intellect.
Cloudkill Kills 3 HD or less; 4-6 HD save or die.
Insect Plague Insect horde limits vision, inflicts damage, and weak opponents flee.
Mordenkainen's Faithful Hound Phantom dog can guard, attack.
Prying Eyes 1d4 floating eyes +1/level scout for you.
Rary's Telepathic Bond Link lets allies communicate.
Reincarnate Brings dead subject back in a random body.
Summon Monster V Calls outsider to fight for you.
Summon Nature's Ally V Calls creature to fight.
Negator Circle of Doom Deals 1d8 + 1/level damage in all directions.
Cloudkill Kills 3 HD or less; 4-6 HD save or die.
Curtain of Darkness Creates a black wall that blocks sight and scrying.
Dark Water Imbues water with negative energy.
Dispel Good +4 bonus against attacks.
Doomwail Victims must make Will saving throws or be deafened or paralyzed.
Imbue Shadow Turns an ordinary shadow into a shadow creature.
Nethergaze Caster's gaze damages and impairs undead.
Nightmare Send vision dealing 1d10 damage, fatigue.
Shadow Evocation Mimics evocation less than 5th level.
Shadow Weapon Creates a STR-draining weapon.
Unhallow Designates location as unholy.
Materialist Fabricate Transforms raw materials into finished items.
Leomund's Secret Chest Hides expensive chest on Ethereal Plane; you retrieve it at will.
Major Creation As Minor Creation, plus stone and metal.
Meld Object Merges one object into the body of a creature.
Passwall Breaches walls 1 foot thick/level.
Transmute Mud to Rock Transforms two 10-foot cubes/level.
Wall of Iron 30 hp/four levels; can topple onto foes.
Wall of Stone 20 hp/four levels; can be shaped.
Florant Awaken Animal or tree gains human intellect.
Commune With Nature Learn about terrain for 1 mile/level.
Control Winds Change wind direction and speed.
Dominate Person Controls humanoid telepathically.
Dream Sends message to anyone sleeping.
False Vision Fools scrying with an illusion.
Feeblemind Subjects INT drops to 1.
Gutroot Causes plant matter in the stomachs of enemies to sprout and grow.
Hold Monster As Hold Person, but any creature.
Inquisition Target must answer three questions truthfully.
Live Wood Regenerates damage done to wooden items or creatures.
Magic Jar Enables possession of another creature.
Mind Fog Subjects in fog get -10 WIS, Will checks.
Mirage Arcana As Hallucinatory Terrain, plus structures.
Nightmare Sends vision dealing 1d10 damage, fatigue.
Seeming Changes appearance of one person/two levels.
Transmute Rock to Mud Transforms two 10-foot cubes/level.
Tree Stride Step from one tree to another far away.
Wall of Thorns Thorns damage anyone who tries to pass.

6th Level
Creator Analyze Dweomer Reveals magical aspects of subject.
Animate Objects Objects attack your foes.
Antimagic Field Negates magic within 10 feet.
Globe of Invulnerability As Minor Globe, plus 4th level.
Greater Dispelling As Dispel Magic, but +20 on check.
Greater Glyph of Warding As Glyph of Warding, but up to 10d8 damage or 6th-level spell.
Guards and Wards Array of magic effects protect area.
Heal Cures all damage, diseases, and mental conditions.
Heroes' Feast Food for one creature/level cures and Blesses.
Permanent Image Includes sight, sound, and smell.
Programmed Image As Major Image, plus triggered by event.
Repulsion Creatures can't approach you.
Taldock's Spell Inhibitor Weakens spells cast within 100 feet.
True Seeing See all things as they really are.
Energist Bigby's Forceful Hand Hand pushes creatures away.
Chain Lightning 1d6 damage/level; secondary bolts.
Contingency Sets trigger condition for another spell.
Control Weather Changes weather in local area.
Dreamoore's Missile Tempest Missile splits to unerringly hit all targets in range, dealing 1d12 + 3/level damage divided among them.
Lightning Storm Causes an electrical storm that the caster can control.
Masol's Light Blast Incredibly intense 15-foot radius burst of light that causes flash burns and can cause permanent blindness.
Otiluke's Freezing Sphere Freezes water or deals cold damage.
Power Word, Thunder Causes a clap of deafening thunder.
Project Image Illusory double can talk and cast spells.
Faunist Antilife Shell 10-foot field hedges out living creatures.
Eyebite Charm, Fear, Sicken, or Sleep one subject.
Lycanthropy Transforms one creature into a werebeast.
Mass Haste As Haste, affects one/level subjects.
Rie's Dance of Seduction Charms all who view the dancer.
Stone to Flesh Restores petrified creature.
Summon Monster VI Calls outsider to fight for you.
Summon Nature's Ally VI Calls creature to fight.
Tenser's Transformation You gain combat bonuses.
Negator Circle of Death Kills 1d4 HD/level.
Create Undead Ghouls, shadows, ghasts, wights, or wraiths.
Declaration of Death Convinces a single creature that it has died.
Death Blade Ghostly blade deals 1d6 damage per round until victim saves.
Disintegrate Makes one creature or object vanish.
Harm Subject loses all but 1d4 hp.
Mislead Turns you invisible and creates illusory double.
Pass the Years Ages target by 1d10 years.
Project Image Illusory double can talk and cast spells.
Repulsion Creatures can't approach you.
Shades As Shadow Conjuration, but up to 5th level and 60% real.
Shadow Smash Permanently turns object into a shadow version of itself.
Materialist Analyze Dweomer Reveals magical aspects of subject.
Animate Objects Objects attack your foes.
Blade Barrier Blades encircling you deal 1d6 damage/level.
Death Blade Ghostly blade deals 1d6 damage per round until victim saves.
Disintegrate Makes one creature or object vanish.
Find the Path Shows most direct way to a location.
Flesh to Stone Turns subject creature into statue.
Greater Glyph of Warding As Glyph of Warding, but up to 10d8 damage or 6th-level spell.
Ironwood Magical wood is as strong as steel.
Move Earth Digs trenches and build hills.
Stone Tell Talk to natural or worked stone.
Florant Acid Fog Fog deals acid damage.
Control Water Raises, lowers, or parts bodies of water.
Control Weather Changes weather in local area.
Declaration of Death Convinces a single creature that it has died.
Fire Seeds Acorns and berries become grenades and bombs.
Geas/Quest As Lesser Geas, plus it affects any creature.
Ironwood Magical wood is strong as steel.
Liveoak Oak becomes treant guardian.
Mass Suggestion As Suggestion, plus one/level subjects.
Mislead Turns you invisible and creates illusory double.
Repel Wood Pushes away wooden objects.
Reverse Illusion A real object is cloaked by illusion.
Spellstaff Stores one spell in wooden quarterstaff.
Transport Via Plants Move instantly from one plant to another of the same species.
Veil Changes appearance of group of creatures.

7th Level
Creator Banishment Banishes 2 HD/level extraplanar creatures.
Greater Healing Circle Heals 2d8+2/level damage in all directions.
Limited Wish Alters reality- within spell limits.
Regenerate Subject's severed limbs grow back.
Sequester Subject is invisible to sight and scrying.
Sever Severs the connection of a divine spellcaster to its deity.
Spell Turning Reflect 1d4+6 spell levels back at caster.
Energist Bigby's Grasping Hand Hand provides cover, pushes or grapples.
Delayed Blast Fireball 1d8 fire damage/level; you can delay blast for 5 rounds.
Electrosphere 5 foot/level radius burst of lightning bolts, dealing 1d8/level electrical damage.
Forcecage Cube of force imprisons all inside.
Mordenkainen's Sword Floating magic blade strikes opponents.
Prismatic Spray Ray hits subjects with variety of effects.
Reverse Gravity Objects and creatures fall upward.
Spell Shape For 1d4 + 1 rounds, you can reshape 1 spell targeting you per round and turn it into one of yours.
Spell Turning Reflect 1d4+6 spell levels back at caster.
Sunbeam Beam blinds and deals 3d6 damage.
Thowchi's Random Gravity Creatures fall in random directions for 2d4 rounds.
Faunist Creeping Doom Carpet of insects attacks at your command.
Drawmij's Instant Summons Prepared object appears in your hand.
Finger of Death Kills one subject.
Serpent Hands Turns caster's fingers into venomous snakes.
Simulacrum Creates partially real double of a creature.
Summon Monster VII Calls outsider to fight for you.
Summon Nature's Ally VII Calls creature to fight.
Negator Control Undead Undead don't attack you while under your command.
Finger of Death Kills one subject.
Insanity Subject suffers continuous Confusion.
Mass Invisibility As Invisibility, but affects all in range.
Power Word, Stun Stuns creature with up to 150 hp.
Sever Severs the connection of a divine caster to its deity.
Shade Evocation Replicates evocation spells up to 6th level.
Shadow Walk Step into shadow to travel rapidly.
Simulacrum Creates partially real double of a creature.
Soulstrike Tortured spirits drain CON from a chosen target.
Transmute Flesh to Shadow Transforms one creature into shadows.
Materialist Daggers of Vaul Creates a cloud of tiny blades that inflict 1d4 points of damage per round.
Drawmij's Instant Summons Prepared object appears in your hand.
Ethereal Jaunt You become ethereal for 1 round/level.
Mordenkainen's Magnificent Mansion Door leads to extradimensional mansion.
Phase Door Invisible passage through wood or stone.
Plane Shift Up to eight subjects travel to another plane.
Statue Subject can become a statue at will.
Florant Changestaff Your staff becomes a treant on command.
Incite Enlist a large group to achieve a specified goal.
Insanity Subject suffers continuous Confusion.
Transmute Metal to Wood Metal within 40 feet becomes wood.
True Seeing See all things as they really are.
Vision As Legend Lore, but quicker and strenuous.

8th Level
Creator Cloudboat Cloud becomes a flying ship for you and your allies.
Discern Location Exact location of creature or object.
Holy Aura +4 AC, +4 resistance and SR 25 against evil spells.
Mass Heal As Heal, but with several subjects.
Mind Blank Subject is immune to mental/emotional magic and scrying.
Prismatic Wall Walls colors have array of effects.
Protection From Spells Confers +8 resistance bonus.
Sunburst Blinds all within 10 feet, deals 3d6 damage.
Whirlwind Cyclone inflicts damage and can pick up creatures.
Energist Ball Lightning Creates magical balls of electricity which shield you, and can be used to attack your enemies.
Bigby's Clenched Fist Large hand attacks your foes.
Fire Storm Deals 1d6 fire damage/level.
Otiluke's Telekinetic Sphere As Otiluke's Resilient Sphere, but you move sphere telekinetically.
Prismatic Wall Wall's colors have array of effects.
Sunburst Blinds all within 10 feet, and deals 3d6 damage.
Faunist Animal Shapes One ally/level Polymorphs into chosen animal.
Antipathy Object or location affected by spell repels certain creatures.
Clone Duplicate awakens when original dies.
Polymorph Any Object Changes any subject into anything else.
Otto's Irresistable Dance Forces subject to dance.
Summon Monster VIII Calls outsider to fight for you.
Summon Nature's Ally VIII Calls creature to fight.
Sympathy Object or location attracts certain creatures.
Negator Blackflame Surrounds the subject in an inferno of black fire.
Darkstaff Creates staff of negative energy that drains hit points and levels from foes.
Horrid Wilting Deals 1d8 damage/level within 30 feet.
Leech Field Absorbs hit points from nearby foes.
Power Word, Blind Blinds 200 hp worth of creatures.
Shadow Storm Causes damage, and STR and CON damage.
Shadow Twin Turns a creature's shadow into a hostile twin.
Unholy Aura +4 AC, +4 resistance and SR 25 against good spells.
Materialist Discern Location Exact location of creature or object.
Earthquake Intense tremor shakes 5-foot/level radius.
Etherealness Travel to Ethereal Plane with companions.
Greater Circle of Seeing View and affect locations where Runes of Seeing exist.
Iron Body Your body becomes living iron.
Maze Traps subject in extradimensional maze.
Polymorph Any Object Changes any subject into anything else.
Refuge Alters item to transport its possessor to you.
Repel Metal or Stone Pushes away metal and stone.
Symbol Triggered runes have array of effects.
Trap the Soul Imprisons subject within gem.
Florant Antipathy Object or location affected by spell repels certain creatures.
Binding Array of techniques to imprison a creature.
Command Plants Plants animate and vegetation entangles.
Demand As Sending, plus you can send Suggestion.
Grove of Serenity Creates a small grove of trees that provides rest and healing.
Mass Charm As Charm Monster, but all within 30 feet.
Mind Blank Subject is immune to mental/emotional magic and scrying.
Screen Illusion hides area from vision, scrying.
Sympathy Object or location attracts certain creatures.

9th Level
Creator Cyclone Summons a massive, powerful cyclone under your control.
Freedom Releases creature suffering Imprisonment.
Imprisonment Entombs subject beneath the earth.
Mordenkainen's Disjunction Dispels magic, disenchants magic items.
Prismatic Sphere As Prismatic Wall, but surrounds on all sides.
Wish As Limited Wish, but with fewer limits.
Energist Bigby's Crushing Hand As Bigby's Interposing Hand, but stronger.
Elemental Aura You receive extra powers depending on your chosen element.
Meteor Swarm Deals 24d6 fire damage, plus bursts.
Prismatic Sphere As Prismatic Wall, but surrounds on all sides.
Faunist Elemental Swarm Summons 2d4 Large, 1d4 Huge elementals.
Shapechange Transforms you into any creature, and change forms once per round.
Summon Monster IX Calls outsider to fight for you.
Summon Nature's Ally IX Calls creature to fight.
Two Minds Doubles the caster's mental actions.
Negator Energy Drain Subject gains 2d4 negative levels.
Incapacitate Reduces all of target's ability scores to 3, and removes all but 1d4 hp.
Power Word, Kill Kills one tough subject or many weak ones.
Soul Bind Traps newly dead soul to prevent resurrection.
Wail of the Banshee Kills one creature/level.
Weird As Phantasmal Killer, but affects all within 30 feet.
Materialist Implosion Kills one creature/round.
Imprisonment Entombs subject beneath the earth.
Teleportation Circle Circle teleports any creature inside to designated spot.
Temporal Stasis Puts subject into suspended animation.
Florant Astral Projection Projects you and companions into Astral Plane.
Dominate Monster As Dominate Person, but any creature.
Shambler Summons 1d4+2 shambling mounds to fight for you.
Temporal Stasis Puts subject into suspended animation.
Weird As Phantasmal Killer, but affects all within 30 feet.

Ranger Spells

1st Level
Adhere to Wood Caster's skin sticks to wooden surfaces.
Animal Trick Animal companion performs a trick.
Bloodhound Grants extra checks when tracking.
Camoflage Grants +10 on Hide checks.
Chill/Warmth Slowly raises or lowers temperature.
Clean Cleans grime and dirt from one object or person.
Compass Magical line points the way to named direction or place.
Dawn Awakens sleeping creatures.
Dowsing Locates nearby sources of potable water.
Handfire Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.
Hawkeye Increases range increments.
Hunter's Mercy Your next hit with a bow automatically threatens a critical hit.
Low-Light Vision See twice as far under current light.
Minor Symbol of Divinity Creates minor magical protections within a small area.
Naturewatch As Deathwatch, but only for animals and plants.
Ram's Might Your hands become harder and your unarmed attacks inflict normal damage.
Shade's Sight Creature touched may look from nearby shadows.
Smell of Fear Target's aroma triples the chance of wandering encounters.
Spark Creates a tiny spark.
Speed Swim Target gains Swim speed 30.
Stalking Brand Target marked with symbol you can see despite disguises.
Steal Sleep Transfers need to sleep to target creature.
Surefoot +10 bonus on Balance checks.
Towering Oak +10 bonus on Intimidate checks.
Venom's Potency Increases a natural poison's DC.

2nd Level
Arrow Flurry Transforms a single fired arrow into three.
Bottle of Smoke Creates a steed made out of smoke.
Branch to Branch +10 to Climb checks and normal movement in trees.
Briar Web As Entangle, but thorns deal damage each round.
Circle of Sounds Allow those touched to speak via bird and animal sounds.
Claws of the Beast Your hands become 1d6 weapons.
Easy Trail Makes a trail easier to track.
Hunter's Stalk Provides concealment in rustic surroundings.
Lucky Touch Allows the choice of two outcomes when rolling a die.
Nature's Favor Target animal gains attack and damage bonus of +1/2 levels.
One With the Land Link with nature gives a +2 bonus on nature-related skill checks.
Scent Grants the Scent ability for 1 hour/level.
Wolf's Cry Causes animal attackers to flee, imposes -1 attack penalty on intelligent foes.

3rd Level
Animal Infusion Gain the power of an animal.
Animal Reduction Animal shrinks in size.
Animal Spy Sends a Tiny animal on a 3-step mission.
Beast Soul Borrow the abilities of a willing animal.
Blade Thirst Slashing weapon glows and gains +3 bonus.
Decoy Image Figment mimics you and allies.
Detect Favored Enemy Reveals favored enemies.
Easy Climb Changes vertical surface Climb DC to 10.
Embrace the Wild The caster gains an animal's senses and skills.
Forestfold Grants +20 on Hide and Move Silently checks.
Living Prints You perceive tracks as if they had just been made.
Safe Clearing As Sanctuary, but protects an area and lasts 1 hour/level.
Stick Servant Create a servant out of sticks.

4th Level
Gaeya's Purging Painfully forces shapeshifters to resume their proper forms.
Joran's Totemic Transformation Grants caster powers of totem animal.
Land Womb You and one creature/level hide within the earth.
Mass Camoflage As Camoflage, but affects all in range.
Snakebite Your arm turns into poisonous snake you can use to attack.
Tattoo Item Changes one item into a tattoo on the subject's body.

Sorcerer and Wizard Spells

0th Level
Abjur Minor Ward @ Inscription wards an area with effect of your choosing, for up to 1 day/level.
Conj Acid Splash Missile deals 1d3 acid damage.
Bolt You create a short-lived bolt, arrow, or bullet.
Create Rock Ranged attack on target for 1d3 damage.
Ray of Heat Ray deals 1d3 heat damage.
Seltzer Spray 10-foot cone deals 1d3 subdual damage.
Div Clock Gives time of day down to the second.
Dowsing Locates nearby sources of potable water.
Mental Alarm 1 subject/level (max 8) is simultaneously alerted when time expires.
Ench Fumble* Creature drops an object it is holding.
Sneeze Causes target to sneeze.
Steal Sleep Transfers need to sleep to target creature.
Evoc Cough Target takes 1 point of sonic damage and is deafened for 1 round.
Jolt Ranged touch attack deals 1d3 electrical damage.
Spark Creates a tiny spark.
Splash Splash in liquid can distract or damage nearby creature.
Illus Silent Portal Negates sound from door or window.
Unnerving Gaze Subject takes -1 penalty on attacks for 1d3 rounds.
Loc Launch Bolt Launches a crossbow bolt up to medium range.
Push/Pull 15-pound object moves away from, or toward, caster.
Redirection 0 15-pound, moving object changes direction up to 45° left or right.
Trip One creature's velocity is directed downward, so it falls.
Necro Animate Animal One dead Tiny animal becomes a skeleton or zombie under your control.
Detect Dead Locates hidden corpses.
Preserve Organ Protects one detached organ from decay for 24 hours.
Shagrox's Skull Snare A single skull guards an area for you.
Trans Chill/Warmth Slowly raises or lowers temperature.
Clean Cleans grime and dirt from one object or person.
Distort Shadow Change the shape of any ordinary shadow.
Enchanting Flavor One meal tastes so good, diners look more favorably upon you.
Quick Sober Cures the target of alcoholic or other intoxication/drunkenness.
Repair Minor Damage "Cures" 1 damage to a construct.
Slash Tongue Subject takes -1 penalty on attacks, saves, and checks for 1 round.
Spill Container of liquid tips over and spills contents.
Unlight Prevents normal light from illuminating.
Univ

1st Level
Abjur Bouyancy Net Target is forced to the water's surface.
Ironguts Target gains +4 bonus on saving throws against poison.
Protection From Undead Target is warded from attacks by undead.
Suspend Disease Keeps disease from harming creature for 24 hours.
Conj Black Bag Creates extradimensional bag of torture tools.
Corrosive Grasp 1 touch/level deals 1d6+1 acid damage.
Extract Drug Creates drug from inanimate object.
Glue Makes a 10-foot square surface sticky.
Hail of Stone Rain of stone makes ranged attack dealing 1d3/level.
Nether Trail Creates a trail compelling evil outsiders to follow.
Pie Prank You throw a pie at target, who must save or be blinded and stunned for 1d4 rounds.
Div Detect Gold Detects gold or other metals.
Detect Psionics Detects powers and psionic items within 60 feet.
Distance Reveals exact distance between you and a named object or place.
Hornung's Guess* Estimates number of individuals within a group.
Know Protections Determine target's defenses.
Patternweave* See the pattern in apparent randomness.
Shade's Sight Creature touched may look from nearby shadows.
Ench Aukloi's Quiet Contemplation Causes enemies to grow passive and philosophical.
Drug Resistance Subject is immune to addiction.
Guilt Cause a non-Good creature to pause for thought.
Nexus's Gentle Reminder Target is dazed 1 round, -1 on attacks, saves, and checks the next, and +2 to STR.
Sacrificial Skill Caster gains +5 bonus on Knowledge (Religion) checks made during sacrifice.
Secret Signs Target understands your nonverbal message.
Stupor One helpless subject is put in a state that allows it to be moved but take no other actions.
Evoc Acidic Curse Acid damages, blinds enemy creature.
Darklight Creates 5-ft. radius area where all can see without light.
Fiery Eyes Your eyes glow, illuminating area; focusing beams causes ignition.
Forcewave Deals 1d4+1 damage plus bull rush.
Flame Bolt Shoots flaming missiles.
Flash Causes a flash of light that blinds enemies.
Ice Shard Grenadelike weapon deals 1d4 cold damage/level, plus area damage.
Lesser Acid Orb Ranged touch, 1d8 acid damage, +1 orb/two levels above 1st (max +4).
Lesser Cold Orb Ranged touch, 1d8 cold damage, +1 orb/two levels above 1st (max +4).
Lesser Electric Orb Ranged touch, 1d8 electrical damage, +1 orb/two levels above 1st (max +4).
Lesser Fire Orb Ranged touch, 1d8 fire damage, +1 orb/two levels above 1st (max +4).
Lesser Sonic Orb Ranged touch, 1d8 sonic damage, +1 orb/two levels above 1st (max +4).
Melt Melt ice and snow or deal 2 points of damage/level (max 10) to cold creatures.
Midnight's Persistent Blade Blade of force attacks target, automatically flanks.
Singe Target takes 1d4 fire damage/2 levels (max 5d4).
Snilloc's Snowball Snowball deals 1d6 + 1/2 levels cold damage.
Sonic Boom Target takes 1d4/2 levels sonic damage plus deafness.
Illus Chameleon Skin Gives +1 bonus per level to Hide (max +10).
Disappear Caster becomes invisible for 2 rounds.
Net of Shadows Ordinary shadows that provide concealment to all in the area.
Smoke Image Creates minor illusion of your design, out of smoke.
Loc Accuracy@ Creatures get +1 to melee attacks, +2 to ranged.
Cheat Caster rerolls when determining the success of a game of chance.
Compass Magical line points the way to named direction or place.
Expeditious Retreat Doubles your speed.
Inaccuracy* Creatures get -1 to melee attacks, -2 to ranged.
Launch Item Hurls Fine items up to long range.
Redirection 1 50-pound moving object or creature changes direction up to 90° left or right, and up to 30° up or down.
Necro Animate Skeleton One dead creature of Medium-size or smaller becomes a skeleton under your control.
Death Grimace Caster leaves a magical "calling card" on corpse.
Death's Shadow Touch causes 1d12 temporary damage, and can kill its victim.
Glow Ghostly greenish-purple radiance causes fear.
Negative Energy Ray Ranged touch, 1d6 negative energy damage; +1d6/2 levels over 1st (max 5d6 total).
Shagrox's Spirit Worm Target takes 1 point of CON damage every round for 1 round/level.
Wound Subject takes extra damage from attacks.
Trans Acid Hands 1d4 acid damage/level (max 5d4).
Acid Spittle Expectorate a viscous glob of acid at an opponent.
Bestow Wound Caster transfers 1 hp/level of wounds to another.
Burning Grasp Touch delivers 1d8+1/level fire damage.
Cutting Hand Your hand gains a +2 enhancements bonus and is considered armed.
Iron Scarf Silk scarf becomes ranged weapon dealing 1d8 +1/level damage.
Low-Light Vision See twice as far under current light.
Obscure Shadow Makes an ordinary shadow disappear.
Portal Beacon Dimensional or planar portal sends out mental call to you and up to five others.
Precise Vision You see details, and gain +5 to Spot and Search.
Rabbit Feet Gives +2 bonus/level to Move Silently.
Repair Light Damage "Cures" 1d8+1/level damage (max +5) to a construct.
Reshape Shadow Changes the shape of a natural shadow.
Scatterspray Targeted items scatter in a burst dealing 1d8 normal or subdual damage.
Skittish Nerves Target gains +5 bonus on initiative checks.
Smoke Ladder Smoke transforms into ladder up to 10 feet long/level.
Speed Swim Target gains Swim speed 30.
Tongue Tendrils Caster spits out tendrils that grapple.
Trigger Rune@ Triggers a previously placed, magical rune from a distance.
Univ Nahal's Wild Surge* Causes a wild surge.

2nd Level
Abjur Blazing Shield Protects the caster against melee and missile attacks.
Filter Makes subject resistant to inhaled toxins.
Gaze Screen Subject has a 50% chance to avoid gaze attacks.
Hornung's Random Deflector* Shield of force redirects all attacks targetted at one creature to a random target instead (but possibly the original target).
Portal Alarm As Alarm, but specifically wards a dimensional or planar portal.
Protection From Charm +1/3 levels bonus on Will saves against charm and compulsion.
Rune of Darkness@ Rune causes impenetrable darkness.
Static Veil Area resists scrying attempts.
Surge Shield* You get a save to negate the effects of any wild surge caused by your spells, for 1d10 rounds + 2 rounds/level.
Thief Ward Enhances sound, brightens light and detail within area.
Unheavened Subject gains +4 save bonus against powers of good outsiders.
Conj Arrow Flurry Transforms a single fired arrow into three.
Choke Target takes 1d4 points of damage each round from strangling hands.
Ice Knife Ranged attack, 1d8 points of cold damage and 2 cold DEX damage.
Life Shield Creates a shield that draws power from the caster's life energy.
Map Creates a map of a 10-foot/level square which lasts 1 minute/level.
Miasma Fog Cloud of fog deals 1d4 subdual damage/level.
Div Assassin's Senses Increases caster's critical threat range and multiplier by one.
Death's Eyes View the last minutes of a corpse's life from its view.
Ench Addiction Subject becomes addicted to a drug.
Alibi Distorts memories of witnesses.
Ehkahk's Prank* Confuses the magic of a spellcaster, causing him/her to discharge the wrong spell.
Entice Gift Creature gives caster what it's holding.
Indifference Makes a subject resistant to fear, compulsion, and morale effects.
Masochism For every 10 hp damage caster takes, he or she gains +1 on attacks, saves, and checks.
Rend the Sovereign Soul Weakens victim's Will to resist.
Sadism For every 10 hp damage caster deals, he or she gains +1 on attacks, saves, and checks.
Sap Strength Subject becomes exhausted.
Evoc Alpha's Scorcher Path of fire deals 1d8/2 levels.
Battering Ram Deals 1d6 damage plus bull rush.
Battlecry Cone area effect that stuns opponents.
Cloud of Bewilderment Stun and blind targets.
Cold Snap Numbs and injures an opponent with bone-chilling cold.
Combust Target takes 2d6 +1/level fire damage.
Darkbolt Deals 1d8 damage/2 levels and stuns for 1 round.
Dark Flames Creates a flame of darkness that grants darkvision.
Dolomar's Force Wave Pushes away surrounding objects and creatures.
Eldren's Electric Loop 5-foot radius burst deals 1d6/2 levels electrical damage plus stunning.
Ethereal Bolt Bolt that damages ethereal and incorporeal targets.
Fire Shuriken Throw 3 or more shuriken formed of fire; each deals 1 point + 1d4 fire damage.
Firelight's Farstrike Creates a bolt of flame with exceptional range.
Flame/Frost Weapon Sheaths weapon in fire or ice.
Force Ladder Creates a movable ladder of force.
Gloom Creates an area of shadowy "light" around a touched object.
Ice Blast Cone of ice deals 1d6 points of subdual damage/two levels and frostbite.
Ice Bolt Bolt inflicts piercing, cold damage to its target.
Lightning Blade Creates sword blade of crackling energy; deals total 1d6 damage/level.
Mark of Air +2 to DEX, can create shield of air for +5 AC.
Mark of Earth +2 to STR, can throw mass of rock.
Mark of Fire +2 to DEX, can cast a ray of fire.
Mark of Frost +1 to AC, can throw spear of ice.
Mark of Water +2 to CON, can cast a stream of water for damage.
Smother Creates magical cloak that smothers a target.
Snilloc's Snowball Swarm 20-foot radius burst of snowballs deals 1d4 cold damage/level (max 8d4).
Sound Beam Deafens creatures and deals 2d4 damage to each.
Whip Creates force whip; crack to keep animals at bay, strike animals to frighten them, or wield like a whip.
Illus Apparition Subject's face looks terrifying; viewers may become shaken.
Claws of Darkness Your hands become reach melee touch attacks that deal 1d4 cold plus Slow.
Disguise Undead Changes the appearance of undead creatures.
Ever Scent Creates an illusory smell.
Minor Shadow Conjuration Replicate 1st-level Conjuration spells.
Shadow Images Creates quasi-real mirror images of the caster.
Shadow Mask Shadows hide your face and protect against darkness, light, and gazes.
Shadow Spray Shadows daze targets and deal 2 points of STR damage.
Loc Redirection 2 50-pounds/level moving creature or object changes direction to any horizontal angle, and up to 60° up or down.
Rope Trick Up to 8 creatures hide in extradimensional space.
Shortcut Divides travel time to named destination by 2+1/4 levels over 4th.
Necro Animate Zombie One dead creature of Medium-size or smaller becomes a zombie under your control.
Bleeding Wound Subject takes extra damage from attacks, and continues to take damage in later rounds.
Chill Blood Ray causes 1d4+1 damage/level and stuns target.
Command Undead An undead creature obeys your commands and does not attack you.
Dance of Ruin Nondemons take 2d20 damage.
Death Armor Black aura damages creatures attacking you.
False Life Gain 1d10+1/level (max +10) temporary hit points.
Life Bolt 1 ray/2 levels draws 1 hp from you to deal 2d4 damage to undead.
Necromantic Link You can see through the eyes of an undead you control.
Phantom's Howl Cry that causes foes to be shaken, stunned, or paralyzed.
Shagrox's Shroud of Undeath Negative energy shroud makes undead perceive you as undead.
Shriveling Subject takes 1d4 damage per level.
Sleep of the Dead You feign death, but with dangerous side effects.
Slow Consumption Caster absorbs health and sustenance from helpless subject.
Visage of the Dead You take on the appearance of an undead creature.
Voice of the Dead You can speak through an undead you control.
Wither Limb Caster reduces subject's speed to 5 ft. or makes it impossible for subject to use objects or cast somatic spells.
Trans Adrenaline Surge Grants each of your summoned creatures +4 STR.
Belgos's Iron Horn Intense vibrations trip those in area.
Belgos's Long Grasp Caster's hand flies from his or her arm to make grapple attacks.
Body of the Sun Fire and light extend 5 ft. from caster's body.
Bones of Stone Target skeletons get +3 armor bonus to AC.
Eagle's Splendor Subject gains 1d4+1 CHA for 1 hour/level.
Entangling Scarf Scarf entangles a foe.
Fox's Cunning Subject gains 1d4+1 INT for 1 hour/level.
Intoxicate Causes intoxication ability penalties and possible unconsciousness.
Owl's Wisdom Subject gains 1d4+1 WIS for 1 hour/level.
Rain of Needles Ranged attacks deal 1d4 damage/level to a number of targets up to your level.
Renewed Focus Refocuses caster's initiative.
Repair Moderate Damage "Cures" 2d8+1/level (max +10) points of damage to a construct.
Scent Grants the Scent ability for 1 hour/level.
Swift Water Enhances the speed of boats and ships.
Undaunted Fixture Permanently binds two objects together.
Univ Enhance Magical Flow Your spells have +1 to their save DC for 10 minutes/level.
Familiar Pocket Creates an extradimensional hiding place for your familiar.

3rd Level
Abjur Earth's Embrace As long as it is touching ground, subject gains +1 AC, +1 saves, and takes half damage from all attacks.
Foil Tracer Target's Teleport spells cannot be tracked by Teleport Tracer for 1 minute/level.
Improved Alarm As Alarm, but can detect extraplanar intruders.
Magic Circle Against Air/Fire/Earth/Water@ As Magic Circle Against Good/Law/Evil/Chaos, but protects against a chosen element instead.
Reverse Arrows As Protection From Arrows, but negated arrows turn back upon their sources.
Rune of Fire@ Rune causes 1d6 fire damage per caster level.
Rune of Sleep@ Rune causes 1d6 hit dice of creatures per caster level to fall asleep.
Conj Acid Breath Cone of acid deals 1d6 damage/level.
Bolt of Conjuring Magical bolt strikes target for 1d4/level (max 10d4), and summons a creature there.
Corpse Candle Incorporeal hand and candle reveals hidden creatures and objects.
Dragonskin Your body is covered in dragon scales, granting you armor and energy resistance.
Gas Cloud Creates invisible gas that can explode for 1d6 damage/level.
Pie Burst Pies erupt in burst from a point in space, stunning and blinding those in area.
Shagrox's Venomblade You create a bladed weapon coated with a STR-damaging poison.
Wall of Chains Creates barrier of woven chains that has 20 hp/4 caster levels.
Waterball Splash deals subdual damage.
Div Analyze Portal Detects and analyzes portals within 60 feet.
Arcane Sight Magical auras become visible to you.
Devil's Eye Caster can see in even magical darkness, up to 30 feet.
Discern Shapechanger Penetrates disguises and shape changes.
Eyes of the Zombie Caster sees through a zombie's eyes.
Glimpse of Truth Caster gets an answer to a yes-or-no question.
Mind Raid Allows reading of deep thoughts.
Rune of Seeing@ Rune allows scrying.
Ench Evil Eye Subject takes -4 penalty on attacks, saves, and checks.
Greater Sleep As Sleep, but affects more creatures.
Nexus's Mild Admonishment Target is dazed 1d4 rounds, then -1 on attacks, saves, and checks and +2 to STR.
Evoc Acid Burst Acid deals 1d3/level damage (max 10d3) in a 20-foot radius burst, then 2d6/round for 1 round/2 levels.
Blacklight 20-foot radius of supernatural darkness you can see through.
Bloodstorm Summons whirlwind of blood that obscures vision, damages foes, and causes fear.
Dragon's Breath Caster breathes damaging effect, 1d6 per level.
Dread Word 1d3 CHA drain on one target.
Earthbolt Flying earth deals 1d6/level to creatures along its path.
Ether Cage Translucent prison of force around ethereal target.
Flashburst Flash of light dazzles and blinds in a 20-foot burst.
Ice Burst Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4+10), 30-foot radius.
Iron Storm Creates cloud of magnetic iron filings.
Manaspear Creates a magical spear that inflicts damage and drains spells from its target.
Minute Meteors Throw 1 ball of flame/level which deals 1d4 fire damage to creature struck.
Scintillating Sphere 20-foot radius spread deals 1d6/level electrical damage.
Shadow Bolt Thrown shadow energy that causes 1d6 damage/level.
Shatterfloor Deals 1d4/level sonic damage plus damages floor surface 6 inches deep.
Steam Breath 1d6 damage/level, 30-foot cone.
Steeldance Daggers become animated objects that attack foes.
Vile Lance Creates +2 Shortspear that deals Vile damage.
Wildball* Deals 1d4/level damage of a random type to each creature in a 20-foot radius.
Illus Cruel Disappointment Fools subject for 1 round, then -4 penalty on attacks, saves, and checks.
Curse of the Putrid Husk Subject is unconscious for 1d10 minutes.
Midnight's Shadow Aura Target is wrapped in its own shadow, and becomes vulnerable to negative energy.
Midnight's Shadow Horror Target takes 1d4 STR damage, and is stunned.
Minor Shadow Evocation Replicates 1st and 2nd-level Evocations.
Reality Blind Subject can take no actions and afterward does not heal naturally.
Shadow Cache Stash small items on the Plane of Shadow.
Suspended Silence Object becomes programmed to create an area of silence at your command.
Loc Alternate Reality* Touched creature rerolls one result from previous round.
Blink You randomly vanish and reappear for 1 round/level.
Flicker You randomly vanish and reappear in flashes of smoke and flame for 1 round/2 levels.
Reality Ripple Extradimensional wave stuns and damages creatures and objects in a 5 foot/level radius burst.
Redirection 3 100-pounds/level moving object or creature changes direction to any angle, horizontally or vertically.
Necro Armor of Undeath Crafts protective armor from a corpse.
Barren Curse Victim is rendered permanently sterile.
Bone Tattoo Subject acquires resistances similar to undead.
Feign Death Makes one willing, living creature appear dead.
Healing Transfer You take up to 1d6/2 levels and heal target that amount.
Necromantic Conduit Cast spells through one undead under your control.
Negative Energy Burst 1d8+1/level (max +10) negative energy damage, 20-foot radius.
Shadow Strike Damage inflicted on a shadow is transferred to its owner.
Shagrox's Shadow Touch Caster has STR-draining touch.
Speed of Life Target zombies gain the Improved Initiative feat.
Spider Poison Touch deals 1d6 STR damage, repeats in 1 minute.
Undead Lieutenant Targeted undead can give orders to undead in your control.
Undead Torch Undead creature gains blue aura that gives +2d4 against living creatures.
Trans Animal Infusion Gain the power of an animal.
Animate Shadow Shadows become ropes that entangle.
Avoid Planar Effects Ignore hazards of the natural environment of one plane for 1 minute/level.
Blindsight Grants the blindsight ability for 1 hour/level.
Fireflow* Control fire for 1 minute/level.
Fire Wings Your arms become flaming wings; you can fly or burn things.
Fool's Speech* Caster and 1 creature/level can speak nonsensical, untranslatable language for 1 hour/level.
Greater Mage Hand@ As Mage Hand, but medium range and 10 lbs./caster level.
Great Knock Destroys any one barred portal.
Leia's Copier Copy nonmagical text.
Magnetism Draw iron or steel objects to yourself.
Pressure Sphere Increases water pressure to damage targets.
Repair Serious Damage "Cures" 3d8+1/level (max +15) points of damage to a construct.
Tongue Serpents Caster spits out one Tiny viper/4 levels.
Touch of the Eel Electrifies target's body, doing damage to any creature that touches it.
Unbuckle Unfastens all buckles in area.
Weapon of Impact As Keen Edge, but aids blunt weapons.
Univ Enhance Familiar Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level.

4th Level
Abjur Dispel Psionics Cancels psionic powers and effects.
Elemental Ward Drive elementals away.
Ice Skin Stops cuts, stabs, slashes, and fire damage.
Improved Portal Alarm As Portal Alarm, but for 8 hours/level, and the recipient of the alarm (not necessarily you) receives more information.
Lesser Dimensional Lock Teleportation and other forms of dimensional travel are blocked for 10 minutes/level.
Mass Resist Elements As Resist Elements, but affects one subject/level.
Otiluke's Dispelling Screen Creates a barrier that dispels magic on contact.
Psychic Poison Poisons those casting divination or mind-affecting spells at object, creature, or area.
Rune of Poison@ Rune causes deadly poison.
Spelltrap Gem absorbs specified spell, explodes if touched.
Wall of Chaos/Evil/Good/Law@ As Magic Circle Against Law/Good/Evil/Chaos (in that order), except as a one-sided wall.
Conj Bottomless Pit Creates an infinitely deep hole.
Creeping Darkness Cloud of inky blackness moves at your command.
Ethereal Mount Quasi-real mount reduces travel time on the Ethereal Plane.
Paintball 20-foot radius burst, 1d6 subdual damage/level, and victims entangled (and covered by) sticky, colorful paint.
Tolar's Creeping Eye Creates a small eye-like object that the caster can see through.
Verminplague Summons a horde of diseased rats, insects, and other scavengers.
Wall of Deadly Chains Creates barrier of woven chains that has 20 hp/4 caster levels and deals 3d6 damage to all within 10 ft.
Div Flame Vision Spies on subjects from a distance, through a flame.
Minor Circle of Seeing@ Creates a magical circle to view locations where Runes of Seeing have been placed.
Zaekoisy's Translator Gives complete understanding of one language.
Zaekoisy's Zone of Revelation Reveals all invisible and extraplanar creatures and objects within the area.
Ench Gluttony Fills targets with ravenous hunger for 1 minute/level.
Strife Victim sees allies as deadly enemies.
Thowchi's Curse* One creature must make all rolls twice and take the worse result each time, for 2d10 rounds.
Thowchi's Luck Spell* One creature makes all rolls twice, and takes the better result each time, for 2d10 rounds.
Evoc Acid Orb Ranged touch, 1d6/level (max 15d6) points of acid damage divided as you see fit.
Alpha's Energy Spheres Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy.
Bind Item Encase one object in a 3-foot globe of force which is impervious to all harm.
Chains of Vengeance Subject rendered helpless; takes fire damage each round.
Cold Orb Ranged touch, 1d6/level (max 15d6) points of cold damage divided as you see fit.
Coldscream Cone of damage, 1d6/level (max 10d6), half cold and half sonic.
Damning Darkness Darkness deals either 2d6 or 1d6 damage per round.
Electric Orb Ranged touch, 1d6/level (max 15d6) points of electrical damage divided as you see fit.
Explosive Cascade Bouncing flame ball deals 1d6/level fire damage.
Fire Orb Ranged touch, 1d6/level (max 15d6) points of fire damage divided as you see fit.
Force Burst Blast of force deals 1d6 damage/level and stuns.
Mirror Sending Caster sends his or her image to a mirror and can see and speak through it.
Sonic Orb Ranged touch, 1d6/level (max 15d6) points of sonic damage divided as you see fit.
Purifying Flames Burns a foe every round until extinguished.
Sacrifice Spell Cannibalize other spells for a 1d8 damage/spell level bolt.
Shadow Shield Protects the caster from sight and scrying.
Speed Zone Prevents anything in area from moving faster than the designated speed limit.
Thunderlance Lance of force deals 2d6 damage, plus can dispel force effects.
Illus Ghostdweomer Creates a phantom dweomer around a spell or magic item to foil Dispel Magic attempts.
Shadow Well Target enters gloomy pocket plane and emerges frightened.
Loc Dimension Door Teleports you and up to 500 pounds.
Mirror Safe Creates an extradimensional space to store items.
There/Not There* Objects in a 10-foot cube randomly appear and disappear for 1d6 × 10 minutes.
Thowchi's Scramble Portal* Randomize the destination of an interplanar portal.
Vibrate Touched creature or object vibrates violently for 1 round/level, impeding creatures and damaging objects.
View Past View events up to 1 year/level in the past, for up to 1 minute/level.
Necro Black Mulching Damages and kills plants within the area, which you can move while the spell lasts.
Graft Weapons Zombies and skeletons become more potent in combat.
Heart Ripper Kills 1d4 living creatures with less than 2 HD.
Liquid Pain Extracts one dose of liquid pain from tortured victim.
Negative Energy Wave Surge of negative energy rebukes or bolsters 1d6 HD/level (max 15d6) worth of undead.
Wall of Bones Wall has 10 hit points/4 levels, attacks with bony arms on one side.
Wrack Blinds subject and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.
Zombie Form Take the form of a zombie.
Trans Attune Form As Avoid Planar Effects, but for 2 hours/level.
Aukloi's Metal Melt Melts metal object without heat.
Backlash Target cursed if it uses spells against another creature.
Bones of Iron Target skeletons get +5 armor bonus to AC.
Dancing Blade Target sword fights independently.
Dancing Chains Animates one chain per level.
Gutsnake 15-foot tentacle grows from your stomach and attacks your enemies.
Hidden Object Render one object permanently invisible, even to divination.
Ice Shape Sculpts ice into any form.
Joran's Totemic Transformation Grants caster powers of totem animal.
Mass Darkvision As Darkvision, but affects all creatures in a 10-foot-radius sphere around you.
Mind Over Matter Aids concentration to ignore distractions.
Poison Needles Hail of needles deal poison damage 1d8 CON (repeats in one minute), paralysis for 2d10 minutes, or 1d10 DEX (repeats in one minute).
Quelabi's Potion Maker Creates a potion that must be used within 1 hour/level.
Remove Resistance Decreases target's spell resistance.
Repair Critical Damage "Cures" 4d8+1/level (max +20) points of damage to a construct.
Seal Portal Seals one portal until a condition is met.
Shadow Form Caster turns into a natural shadow.
Spell Enhancer Cast as a free action and gives +2 to the DC of the next spell you cast.
Tattoo Item@ Changes one item into a tattoo on the subject's body.
Water to Poison Transform water into ingested poison.
Univ Fortify Familiar Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level.
Greater Magical Flow As Enhance Magical Flow, but bonus is +2 DC.

5th Level
Abjur Alpha's Lightning Armor Absorbs 10 hp/level total electrical damage, and subject deals 1d4 electrical damage by touch.
Aukloi's Inner Focus Cast while concentrating on another spell for +10 bonus on Concentration checks.
Energy Buffer Absorbs 1d6/level points of energy damage (maximum 15d6), regardless of type.
Imprison Possessor Subject that can possess creatures is trapped in current body.
Lesser Ironguard Subject becomes immune to nonmagical metal.
Mordenkainen's Private Sanctum Prevents anyone from viewing or scrying an area for 24 hours.
Conj Alpha's Electrical Aura Deals 5d6 electrical damage/round to one subject, subject can deal 3d6 damage with a touch attack.
Belgos's Acid Sheath Sheath of acid damages those who attack you, lets you make touch attacks.
Call Dretch Horde Summons 2d4 dretches.
Call Lemure Horde Summons 2d4 lemures.
Call Nightmare Summons a nightmare.
Otiluke's Electrical Screen Wall or sphere of electrical energy does damage and partially paralyzes creatures that pass through it.
Otiluke's Radiant Screen Colorful wall causes damage to creatures passing through it, of a type based on its color.
Otiluke's Polar Screen Blue-white wall of light covers creatures that pass through it in extremely cold ice crystals.
Otiluke's Steaming Sphere Steam fills a 30-foot radius sphere, obscuring vision and dealing heat damage to creatures within.
Pillar of Attraction/Repulsion Creates magnetic pillar that attracts/repels metal armor and weapons.
Servant Horde Create 2d6 +1/level (max +15) Unseen Servants.
Vortex* Vortex of magical energy does 1d4/level damage to normal creatures, 1d6/level to magical and spellcasters.
Wall of Ooze Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it.
Div
Ench
Evoc Alpha's Aurora Borealis Ring of light, 1-foot/level radius, which fascinates 2 HD/level of creatures that view it, and deals damage to any that touch it.
Alpha's Firefall Plume of liquid fire which strikes all in a 30-foot radius for 2d6 fire damage, and can strike any one creature within 60 feet for 4d10 damage. Plume lasts 1 minute.
Alpha's Blue Blaze 30-foot cone of acidic fire deals 1d6/level damage, half of which is fire, and half acid.
Alpha's Shooting Stars 1 missile/6 levels, each missile deals 8d6 damage upon striking its target.
Blast Wave@ Deals 6d6 fire and 6d4 force damage in a 40-foot radius.
Cone of Acid 1d3 acid damage/level, plus 1d4/round for 1 round/level after.
Cross of Lightning Send Lightning Bolts in four directions at once.
Curtain of Darkness Creates a black wall that blocks sight and scrying.
Eldren's Versatile Vibration Cone of sound deals damage or moves objects.
Farral's Freezers Throw 1 ice-blue ball/level which deals 2d4 cold damage and covers target with icy coating.
Greater Mark of Air As Mark of Air, but subject can fly and can create a Wind Wall.
Greater Mark of Earth As Mark of Earth, but subject gains damage reduction and casts a cone of rocks for more damage.
Greater Mark of Fire As Mark of Fire, but subject has greater resistance and can cast a Fireball.
Greater Mark of Frost As Mark of Frost, but subject has greater damage reduction and can cast a "coldball."
Greater Mark of Water As Mark of Water, but subject can breathe water and Teleport to the surface.
Herman's Haphazard Wildbolt* Bolt of magical energy deals 1/level damage and surrounds targets in temporary Wild Magic zones.
Incinerate Intense flame deals 1d10 fire damage/level to target creature.
Nystul's Radiant Arch@ Rainbow between your hands can shoot rays of various color, causing different effects, at enemies.
Sword of Deception Blade of energy attacks your opponents and reduces their next saving throw rolls.
Illus Midnight's Shadow Hand Medium-size hand attacks, blocks opponents, or carries items.
Midnight's Shadow Weapon Creates a STR-draining weapon.
Shadowfade Create a temporary portal to the Plane of Shadow.
Loc Fargrass's Frequent Jaunt Short-range, multiple-use Dimension Door.
Ghostform You become incorporeal.
Teleport Instantly transports you anywhere on the same plane.
View Future View possible events up to 1 week/level in the future, for up to 1 minute/2 levels.
Warp Accelerator One large object moves in a specified direction, and doubles speed each minute, for up to 10 minutes/3 levels.
Necro Dark Water Imbues water with negative energy.
Doomwail Victims must make Will saving throws or be deafened or paralyzed.
Elemental Shroud Cover undead under your control with auras of elemental energy.
Nethergaze Caster's gaze damages and impairs undead.
Recall Spirit Calls spirit back to the body it once possessed.
Shagrox's Spiritwall Creates a wall of wailing spirits that inpires fear; 1d10 points of damage and energy drain on contact.
Shrieking Missile Touched missile emanates fear.
Soul Shackles Imprisons soul of dead creature in talisman, from which caster can question it.
Stop Heart Subject drops to -8 hp immediately.
Tolar's Graymantle Target is prevented from regaining hit points by any means.
Wave of Death Kills all small plant and animal life, and possibly larger creatures, within a 30-foot radius.
Trans Cloak of the Sea Bestows Water Breathing, Freedom of Movement, and Invisibility in water.
Drawmij's Flying Feat Object flies under your control, and can carry twice its own weight.
Eldren's Spell Matrix Magical matrix stores spells to be cast later as quickened spells.
Groundmelt 10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level.
Live Wood Regenerates damage done to wooden items or creatures.
Mass Fly As Fly, but affects one subject/level within range.
Meld Object Merges one object into the body of a creature.
Metal Skin Grants +8 natural armor bonus, -2 to DEX.
Multiplicity Allows casting of prepared spell instead of others. Wizard only.
Quelabi's Limited Liquification Caster assumes a liquid state.
Ship Snare Creates a magic trap to slow sea vessels.
Waveform* Controls water waves to form virtually any shape the caster desires for 1d10 minutes.
Xorn Movement Target can move through natural, solid material.
Univ

6th Level
Abjur Impotent Possessor Subject that can possess creatures is rendered powerless.
Joran's Spell Inhibitor Weakens spells cast within 100 feet.
Seal Gate Permanently seals a Gate or extradimensional portal.
Snare Astral Traveler Captures one astral creature and holds it motionless.
Wildshield* You are protected from 2d6 spell levels and wild surges.
Conj Alert Bebilith Summons bebilith to deal with a demon.
Blizzard Massive snow storm in a wide radius deals damage and cuts movement to half normal.
Firelight's Fire Spiders Swarm of Fine fire elementals attacks targets.
Farral's Freezing Claw Magical claw deals cold damage with a touch and freezes targets solid.
Leia's Missile Tempest Missile splits to unerringly hit all targets in range, dealing 1d12 + 3/level damage divided among them.
Power Word, Thunder Causes a clap of deafening thunder.
Wildstrike* Surrounds one creature with wild magic, turning all of its spells and magical powers into wild surges, for 2d4 minutes.
Div Coordinate Transfer Send knowledge about a location you know to subject, or gain knowledge yourself, allowing safe Teleport.
Teleport Tracer You know the destination of the most recent Teleport spell cast within range.
Zaekoisy's Thought Probe Read subject's memories, one question/round.
Ench Coma Puts subject in a coma for 1 hour/level.
Declaration of Death Convinces a single creature that it has died.
Quelabi's Dance of Seduction Charms all who view the dancer.
Tolar's Transfixion Humanoids freeze in place until condition you specify is met.
Evoc Cacaphonic Shield Immobile shield blocks sound, deflects missiles, deals 1d6 +1/level and deafens intruders.
Conditional Spell Store a spell in one creature or object until specified trigger condition is met.
Gamma Burst Concentrated burst of intense radiation fills area for an instant.
Lightning Storm Causes an electrical storm that the caster can control.
Lightning Wave 1d6/level electrical damage (max 15d6) to all within a 100-foot radius plane centered on you.
Midnight's Creeping Frost Curse Frost slowly covers a structure over several days.
Midnight's Lightning Web Web of electrical energy fills 1 15-foot square/level, damages creatures within it as it forms and any that try moving through or out of it.
Prismatic Eye Orb produces individual prismatic rays as touch attacks.
Illus False Sending As Sending, except caster imitates someone else.
Form of Mystery* Subject changes appearance, but looks different to each observer.
Midnight's Reverse Illusion A real object is cloaked by illusion.
Loc Alter Occurrence* As Alternate Reality, but with 1 reroll/3 levels to select from.
Distortion Wave A much more powerful Reality Ripple which can strand objects and creatures in other planes.
Fargrass's Spirit Needle Needle pins spirit in place, in corporeal form.
Fargrass's Translocation Trick You and target switch places and appear as each other.
Forced Manifestation Force a creature on a coterminous or coexistent plane into yours.
Hornung's Random Dispatcher* Sends one creature to random plane with no way back.
Mass Teleport As Teleport, but affects you and 1 other subject/3 levels.
View Dimensions You can see into (and attack and affect) extradimensional spaces and adjacent planes for 1 round/level.
Necro Longevity Stop natural aging in the target for one day.
Shagrox's Necromantic Infusion Area becomes infused with negative energy, reducing effectiveness of healing, raising damage.
Undeath to Death Destroys 1d4 HD/level undead (max 20d4).
Unfetter Undead All undead in a 50-foot radius become uncontrolled.
Trans Death Blade Ghostly blade deals 1d6 damage per round until victim saves.
Eldren's Energy Transformation Field Area absorbs magical energy to power a predetermined spell.
Hardening Increases target object's Hardness by 1/2 caster levels.
Lycanthropy Transforms one creature into a werebeast.
Pass the Years Ages target by 1d10 years.
Shadow Smash Permanently turns object into a shadow version of itself.
Shagrox's Fiendform As Polymorph Self, except that you can gain the form and powers of an evil outsider.
Tolar's Glassstrike Turns subject into glass.
Univ Imbue Familiar With Spell Ability You transfer spells to your familiar.

7th Level
Abjur Aukloi's Antimagic Aura Antimagic Field that affects one creature.
Elemental Immunity Subject is immune to damage from one form of elemental energy.
Greater Ironguard Subject becomes immune to metal with less than a +3 enhancement bonus.
Otiluke's Greater Dispelling Screen Creates a barrier that dispels magic (as Greater Dispelling) on contact.
Shagrox's Severing Severs the connection of a divine spellcaster to its deity.
Conj Acid Rain Acidic storm deals damage in a 40-foot radius every round, for 1 round/level.
Belgos's Vipergout Spit forth celestial or fiendish vipers that attack your foes.
Daggers of Nandra Creates a cloud of tiny blades that inflict 1d4 points of damage per round.
Eruption Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level.
Wall of Eyes Creates barrier that caster can see through and that paralyzes and consumes those that touch it.
Whirlpool Creates a powerful whirlpool, 50 yards/level in diameter, in a large body of liquid.
Div Fiendish Clarity Caster sees in even magical darkness, Sees Invisible up to 60 feet, and can Detect Good.
Ench Nexus's Stern Reproof As Nexus's Mild Admonishment, but target must save or die.
Evoc Electrosphere 5 foot/level radius burst of lightning bolts, dealing 1d8/level electrical damage.
Farral's Ice Claw Prison Ice claw grapples and deals normal and cold damage.
Firelight's Falterless Fire Creates a burst of persistent flame.
Great Thunderclap Loud noise causes stunning, deafness, and knocks prone in a large area.
Whirlwind of Teeth Creates moving 5-ft./level cylinder that deals 1d8 damage/2 levels each round.
Zeroball Burst of cold freezes everything in the area, trapping and damaging all within.
Illus Shade Evocation Replicates evocation spells up to 6th level.
Loc Planar Projection Your consciousness travels to another plane.
Plane Shift Up to 8 subjects travel to another plane.
Reality Maelstrom* Temporary hole in reality sucks nearby objects and creatures into a random plane.
Repeat Caster jumps back in time one round.
Teleport Other As Teleport, but you do not have to go along, and can transport more weight.
Teleport Without Error As Teleport, but no off-target arrival, and you can go to another plane.
Vanish As Teleport, but affects a touched object.
Necro Blood to Dust Transformation instantly kills a target creature.
Shagrox's Soulstrike Tortured spirits drain CON from a chosen target.
Shagrox's Sword of Darkness Blade of negative energy attacks your opponents.
Transmute Flesh to Shadow Transforms one creature into shadows.
Withering Palm Touch attack deals 1 point STR and 1 point CON damage per two caster levels.
Trans Eldren's Endodweomer Channel a spell into positive energy to cure 1d6/spell level.
Eldren's Spell Sequencer Store up to four spells of 4th level or lower to be released later.
Elemental Body Gain the powers of an elemental for a time.
Eye of the Beholder Caster's eye gains random beholder ray.
Freeze Target is frozen solid.
Giant Size You become Huge or larger.
Hornung's Surge Selector* You can reroll 1 wild surge/5 levels and select which result happens.
Reverse Vision Dark becomes light, and colors reverse for subject.
Serpent Hands Turns caster's fingers into venomous snakes.
Spell Shape* For 1d4 + 1 rounds, you can reshape 1 spell targeting you per round and turn it into one of yours.
Thowchi's Random Gravity* Creatures fall in random directions for 2d4 rounds.
Univ

8th Level
Abjur Aukloi's Effortless Effort Cast to maintain concentration without concentrating.
Dimensional Lock Teleportation and other forms of dimensional travel are blocked for 1 day/level.
Penultimate Protection Protects you from one kind of certain death.
Thowchi's Teleport Scrambler* Anything teleporting into or out of area goes to random destination instead.
Zaekoisy's Transcription Safely move an untriggered magical symbol to another location.
Conj Cloud of Doom Poisonous cloud forces all within to save or die.
Drown Creature's lungs fill with water.
Phantasmal Thief Creates an unseen force that steals from others.
Wild Zone* 300-foot square around you becomes a Wild Zone for 2d6 × 10 minutes.
Div Greater Circle of Seeing@ View and affect locations where Runes of Seeing exist.
Ench Nexus's Wrathful Castigation Target dies or may be dazed and -4 on all saves for 1 round/level.
Evoc Ball Lightning Creates magical balls of electricity which shield you, and can be used to attack your enemies.
Belgos's Blackflame Surrounds the subject in an inferno of black fire.
Farral's Field of Icy Razors Creatures in area take normal and cold damage, may be Slowed.
Gamma Zone Fills area with dangerous radiation for 1 day/level.
Great Shout Devastating yell deals 20d6 sonic damage; stuns creatures, damages objects.
Mark of Death Subject is immune to death effects, and can launch a death ray.
Tolar's Flensing Trauma deals 2d6 hp damage and 1d6 CHA and CON damage.
Illus Midnight's Shadow Twin Turns a creature's shadow into a hostile twin.
Shadow Storm Causes damage, and STR and CON damage.
Loc Fargrass's Rapid Journey Allows multiple teleportations.
Mass Manifestation As Forced Manifestation, but affects all creatures within area.
Straddle Plane Allows you to act in this plane with part of your life-force in another, granting immunities and powers based on the plane.
Time Shift Shifts you and everything in a 10 foot radius around you up to 1 day/level into the future or past.
Necro Belgos's Befoulment Target gains 1d4+1 negative levels per 4 caster levels, and becomes undead if slain.
Darkstaff Creates staff of negative energy that drains hit points and levels from foes.
Leech Field Absorbs hit points from nearby foes.
Shagrox's Shadow Skin You gain Damage reduction 10/+1 and can inflict negative levels by touch.
Shagrox's Skeletal Guard Creates one skeleton/level that is resistant to turning.
Steal Life Caster drains 1 ability score point per round and becomes younger.
Trans Bestow Greater Curse Subject takes -6 penalty to two abilities; -8 penalty on attacks, saves, and checks; or 75% chance of taking no action.
Cloudboat Cloud becomes a flying ship for you and your allies.
Fossilize Kills subject creature and petrifies it simultaneously.
Joran's Primal Release Subject other than you becomes bestial savage.
Imbue Guardian One willing creature becomes an eternally vigilant, immovable guardian.
Mantle of Egregious Might +4 to AC, attack rolls, saves, and all ability scores.
Minute Form You become Tiny or smaller.
Quelabi's Waterbone Curse Target becomes a soft-bodied oozelike creature.
Soul's Treasure Lost Disintegrates subject's most valuable object.
Univ

9th Level
Abjur Absorb Absorb the energy of spells directed against you, and use it to power your own.
Aukloi's Unbinding Destroys binding spells within 180 feet.
Eldren's Effulgent Epuration Creates one sphere/level that negate hostile magic.
Gammacleanse Permanently reduces radiation in area to harmless levels.
Selective Antimagic Field As Antimagic Field, but your spells are not affected.
Stabilize* Negates the effect of Wild Zones in 30-foot radius for (1d4 +1) × 10 minutes.
Zaekoisy's Maw of Chaos Area of energy damages creatures and disrupts concentration.
Conj Avalanche Wave of slush deals 1d4 cold damage/level and moves targets.
Belgos's Black Blade Floating magic weapon deals damage and may Disintegrate targets.
Cyclone Summons a massive, powerful cyclone under your control.
Mass Eruption Deal 20d6 damage in a 50-foot radius, for 1 minute/level.
Tsunami Creates a tidal wave in a large body of liquid, under your control.
Utterdark 100-ft./level radius of darkness that evil creatures can see through.
Wild Wall* Creates mobile wall of wild magic.
Div
Ench Mindrape Caster learns everything subject knows and can alter its memory or knowledge.
Evoc Absolute Zero Burst of cold freezes the air itself solid, trapping and damaging all in area.
Chain Contingency As Contingency, but you can trigger up to three spells.
Crushing Fist of Spite Fist deals 1d6 damage/level each round.
Long Chain Lightning 1d8 damage/level; secondary and tertiary bolts.
Splut Target must save or die, and takes 1d6/level acid damage even on a successful save.
Spontaneous Combustion Target bursts into flame from the inside out.
Wildwork* Can create effects similar to Wish, but unstable.
Illus
Loc Collapse Probability* As Alternate Reality, but you select which result happens out of all possible ones.
Refuge Alters item to trasport its possessor to you.
Reverse Time One creature's actions and their effects over the previous 1-4 rounds are negated and reversed, as are its memories of that time.
Teleportation Circle Circle teleports any creature inside to designated spot.
Time Stop You act freely while everything else is frozen in time, for 1d4+1 rounds.
Necro Shagrox's Citadel of Death Creates a city of skeletons under your control.
Hide Life You lock away your life force into a small receptacle and cannot be killed while the receptacle remains intact.
Mutate* One creature mutates, and you partially control the transformation.
Trans Alpha's Return Duplicate observed spell or spell-like ability.
Arcana Form You become an entity of pure magical energy for 10 minutes/level.
Eldren's Spell Trigger Store up to four spells of 7th level or lower to be released later.
Two Minds Doubles the caster's mental actions.
Univ


New Psionic Powers

Powers are listed within this table at the level they appear on, for that core class (in most cases the level will not change between classes). Prestige Classes normally use one of these class lists, but where they do not, the powers they receive are noted to be part of their lists in the individual power descriptions.
Note that some of the powers below are listed in the Player's Handbook, or above, as spells, but are not listed as psionic powers in the Expanded Psionics Handbook. They are listed here as psionic powers to supplement the psionic classes' power lists with logical duplicates, given how long magic and psionics have existed side-by-side on Taera. Powers duplicating spells from the Player's Handbook are in blue.

Psionic Mantles

Powers in psionic Mantles are listed in red if they come from Complete Psionic or the Expanded Psionics Handbook, Powers duplicating spells from the Player's Handbook are in blue, just as for psionic powers of other psionic classes. Note that some of the changed Mantles have actually had powers removed from their lists rather than, or in addition to, powers added to their lists- these powers have been removed for flavor reasons. In Taeran games, the Mantles should be treated as if these powers were not on the appropriate Mantle power lists at all.
Balance Mantle
Granted Ability: You can expend your psionic focus to deal damage to a non-Neutral creature. You deal an additional 1d6 points of damage with a melee or ranged attack, or a spell or power that deals damage and targets a single creature.
1 Psionic Sanctuary Opponents can't attack you, and you can't attack.
Synchronicity Ready an action and use it when you choose.
2
3 Forced Share Pain Unwilling subject takes some of your damage.
4 Aura Sight Reveals creatures, objects, powers, or spells of selected alignment axis.
Moral Balance Deal 1d6+1 WIS damage and stun for 1d4 rounds.
5 Adapt Body Your body automatically adapts to hostile environments.
6 Banishment Banishes extraplanar creatures.
7
8 Concordance Non-neutral creatures near you are uncomfortable or harmed.
9

Dream Mantle
Granted Ability: While you maintain your psionic focus, you gain a +4 bonus on Lucid Dreaming checks. During a Dream, you may expend your psionic focus to automatically succeed at any Lucid Dreaming check with a DC of 20 or less.
1 Psionic Sleep Puts 4 HD of creatures into supernatural slumber.
2 Daydream Subject is dazed for several rounds.
3 Realized Potential Target gains +1 on attacks and saves and +2 on trained skill checks.
4 Fly You fly at a speed of 60 feet.
5 Dream Sends message to anyone sleeping.
Nightmare Sends vision dealing 1d10 damage, fatigue.
6
7 Dream Travel Travel to other places through dreams.
8
9 Reality Revision As Bend Reality, but fewer limits.

Pleasure Mantle
Granted Ability: While you maintain your psionic focus, treat your CHA score as 2 points higher than its actual value for the purposes of skill or ability checks. As a swift action, you may expend your psionic focus to gain 1d8 temporary hit points that last a maximum number of rounds equal to your WIS bonus.
1 Attraction Subject has an attraction you specify.
Psionic Charm Makes one person your friend.
2 Addiction Subject becomes addicted to a drug.
[Tasha's] Hideous Laughter Subject loses actions for 1d3 rounds.
Serenity Pacify a creature and stop it from fighting.
3 Psionic Ecstasy Overwhelms subject with intense pleasure.
4 Phantasmal Lover 10 minutes with illusion heals subject of damage and diseases.
5
6
7
8 [Otto's] Irresistable Dance Forces subject to dance.
9 Phantasmal Orgy As Phantasmal Lover, but affects all within 30 feet.

Technology Mantle
Granted Ability: While you maintain your psionic focus, you gain a +2 bonus on Use Ancient Device checks, and may make untrained Knowledge (Ancient Technology) checks. As an immediate action, you may expend your psionic focus to gain a +5 bonus on any Use Ancient Device check or Knowledge (Ancient Technology) check.
1 Deflection Field Provides +4 Deflection bonus to AC.
Discern Function Determines single feature of technological item.
2 EM Pulse Ray deals 1d8 electromagnetic damage.
3 Laser Intense beam deals 1d4 damage/level to one target.
4 Trace Teleport Learn destination of subject's Teleport.
5 Warp Accelerator One large object moves in a specified direction, and doubles speed each minute, for up to 10 minutes/3 levels.
6 Gamma Burst Concentrated burst of intense radiation fills area for an instant.
7 Command Machine Intelligent machine obeys your commands without question.
Reverse Gravity Objects and creatures fall upward.
8
9

Changed Mantles
Chaos Mantle
1 Psionic Protection From Law +2 to AC and saves, counter mind control, hedge out summoned creatures.
Remove Matter Agitation
2
3
4 Chaos Hammer Damages and staggers Lawful creatures.
5
6
7
8
9

Energy Mantle
1
2
3
4
5
6
7
8
9 Energy Swarm Four exploding spheres each deal 6d6 damage of your chosen energy type.

Evil Mantle
1
2
3
4 Unholy Blight Damages and sickens Good creatures.
5 Remove Fiendish Conduit
6
7
8
9

Good Mantle
1
2
3
4 Holy Smite Damages and blinds Evil creatures.
5 Remove Celestial Conduit
6
7
8
9

Law Mantle
1 Psionic Protection From Chaos +2 to AC and saves, counter mind control, hedge out summoned creatures.
Remove Hammer
2
3 Remove Heavy Earth
4 Order's Wrath Damages and dazes Chaotic creatures.
5
6
7
8 Remove Psionic Iron Body
9

Time Mantle
1
2
3
4
5
6
7
8 Time Shift Shifts you and everything in a 10 foot radius around you up to 1 day/level into the future or past.
9 Reverse Time One creature's actions and their effects over the previous 1-4 rounds are negated and reversed, as are its memories of that time.

Psion/Wilder Powers

1st Level
Alarm Wards an area for two hours/level.
Cause Fear One creature flees for 1d4 rounds.
Clock Gives time of day down to the second.
Endure Elements Ignores 5 points of damage/round from one energy type.
Hold Portal Holds door shut.
Hypnotism Fascinates 2d4 HD of creatures.
Mental Dagger Deal 1d3 damage and sicken target for 1 round.
True Strike Adds +20 bonus to your next attack roll.
Ventriloquism Throws voice for 1 minute/level.

2nd Level
Continual Flame Makes a permanent, heatless torch.
Enhance Psionic Flow Your powers have +1 to their save DC for 10 minutes/level.
Maze of Reflection Gain +2 bonus on Will saves against mind-affecting effects until your next action, plus attackers may be dazed.
Obscure Object Masks object against Divination and Clairsentient powers.
Precise Vision You see details, and gain +5 to Spot and Search.
Silence Negates sound in a 15-foot radius.
Spectral Hand Creates disembodied glowing hand to deliver touch attacks.

3rd Level
Gust of Wind Blows away or knocks down smaller creatures.
Secret Page Changes one page to hide its real content.
Slow One subject/level takes only partial actions, -2 AC, -2 melee rolls.
Wall of Silence Wall of air stops sound, some attacks.
Water Breathing Subjects can breathe underwater.

4th Level
Cloud of Hate Creatures within cloud make Will saves or attack each other in blind rage.
Dispel Magic Cancels magical spells and effects.
Emotional Wall Grant +4 bonus on Will saves to all behind the wall until your next action.
Greater Psionic Flow As Enhance Psionic Flow, but bonus is +2 DC.
Hallucinatory Terrain Makes one type of terrain appear like another (field into forest, etc.).
Lesser Dimensional Lock Teleportation and other forms of dimensional travel are blocked for 10 minutes/level.
Lesser Geas Commands subject of 7 HD or less.
Locate Creature Indicates direction to familiar creature.
Moral Balance Deal 1d6+1 WIS damage and stun for 1d4 rounds.
Phantasmal Killer Fearsome illusion kills subject or deals 3d6 points of damage.
[Spelltrap] Powertrap Gem absorbs specified power, explodes if touched.
[Otiluke's] Resilient Sphere Force globe protects but traps one subject.
Vibrate Touched creature or object vibrates violently for 1 round/level, impeding creatures and damaging objects.

5th Level
Mind Fog Subjects in fog get -10 WIS, Will checks.
Psionic Planar Binding Traps outsider until it performs a task.
Stone Shape Sculpts stone into any shape.
View Dimensions You can see into (and attack and affect) extradimensional spaces and adjacent planes for 1 round/level.
Warp Accelerator One large object moves in a specified direction, and doubles speed each minute, for up to 10 minutes/3 levels.

6th Level
Analyze [Dweomer] Aura Reveals psionic aspects of subject.
Conditional [Spell] Power Store a power in one creature or object until specified trigger condition is met.
Control Water Raises or lowers bodies of water.
Control Weather Changes weather in local area.
Logic Lockpick Deal 2d6 INT damage and confuse target for 2d4 rounds.
Project Image Illusory double can talk and manifest powers.
Psychic Armor Gain +10 Deflection bonus to AC and PR 21 until your next action.
Teleport Redirect Incoming or outgoing teleport has a new destination.

7th Level
Control Undead Undead don't attack you while under your command.
[Mordenkainen's] Magnificent Mansion Door leads to extradimensional mansion.
[Mordenkainen's] Psionic Sword Floating psionic blade strikes opponents.
Reverse Gravity Objects and creatures fall upward.

8th Level
Dimensional Lock Teleportation and other forms of dimensional travel are blocked for 1 day/level.
Horrid Wilting Deals 15d6 points of damage within 30 feet (power scaling applies).
[Otto's] Irresistable Dance Forces subject to dance.
[Joran's] Primal Release Subject other than you becomes bestial savage.

9th Level
Energy Swarm Four exploding spheres each deal 6d6 damage of your chosen energy type.
Freedom Releases creature suffering Imprisonment.
Gate Connects two planes for travel or summoning.
Imprisonment Entombs subject beneath the earth.
[Mordenkainen's] Psionic Disjunction Negates psionics, disempowers psionic items.
Soul Bind Traps newly dead soul to prevent Resurrection.
Wail of the Banshee Kills one creature/level.
Weird As Phantasmal Killer, but affects all within 30 feet.

Psion Discipline Powers

Egoist (Psychometabolism) Discipline Powers
1 Disguise Self Changes your appearance.
Pheromones Gain +5 bonus on CHA-based skill checks.
Sleep Put 2d4 HD of creatures into comatose slumber.
2 Ghoul Touch Paralyzes one subject, who exudes stench (-2 penalty) nearby.
Intoxicate Causes intoxication ability penalties and possible unconsciousness.
Reach Increase the area you threaten by 5 feet.
3 Gaseous Form Subject becomes insubstantial and can fly slowly.
Vampiric Touch Touch deals 1d6 points of damage/two levels; manifester gains damage as hit points.
4 Carapace Insectoid shell grants +8 natural armor, but at a gruesome cost.
Contagion Infects subject with chosen disease.
5 Animal Growth One animal/two levels doubles in size.
6 Eyebite Charm, Fear, sicken, or Sleep one subject.
7 Power Word, Stun Stuns creature with up to 150 hp.
Statue Subject can become statue at will.
Symmetry Subject's body gains identical appearance on each side, healing or hurting it by your choice.
8 Mantle of Egregious Might +4 to AC, attack rolls, saves, and all ability scores.
Polymorph Any Object Changes any subject into anything else.
Power Word, Blind Blinds 200 hp worth of creatures.
9 Absorb Power Negate powers used against you, and use the power points spent on them to manifest your own powers.
Energy Drain Subject gains 2d4 negative levels.
Mutate One creature mutates, and you partially control the transformation.
Power Word, Kill Kills one tough subject or many weak ones.

Kineticist (Psychokinesis) Discipline Powers
1 Change Color Permanently change the colors of one nonliving object.
Smoke Image Creates minor illusion of your design, out of smoke.
[Nystul's] Undetectable Aura Masks psionic item's aura.
Unseen Servant Invisible force obeys your commands.
2 Darkness 20-foot radius of psionic darkness.
Daylight 60-foot radius of bright light.
Ghost Writing Draw pictures or words on a familiar sheet of paper or parchment, at a distance.
Hypnotic Pattern Fascinates 2d4+1 HD/level of creatures.
Opposite Reaction Force missile retraces path of missile which was aimed at you.
Pyrotechnics Turns fire into blinding light or choking smoke.
3 Compact Temporarily shrink nonliving material.
Halt Undead Immobilizes undead for 1 round/level.
Psychokinetic Blast You push your foe back with damage.
Wind Wall Deflects arrows, smaller creatures, and gases.
4 Bind Item Encase one object in a 3-foot globe of force which is impervious to all harm.
Hidden Object Render one object permanently invisible, even to divination.
Minor Globe of Invulnerability Stops 1st- through 3rd-level power effects.
Rainbow Pattern Lights prevent 24 HD of creatures from attacking or moving away.
5 [Bigby's] Interposing Hand Hand provides 90% cover against one opponent.
Rigidity Victim gradually slows to a stop.
Wall of Force Wall is immune to damage.
6 [Bigby's] Forceful Hand Hand pushes creatures away.
Globe of Invulnerability As Minor Globe of Invulnerability, plus 4th level.
Improved Psychokinetic Blast You push your foe back with improved damage.
Mislead Turns you invisible and creates illusory double.
Move Earth Digs trenches and builds hills.
7 [Bigby's] Grasping Hand Hand provides cover, pushes, or grapples.
Forcecage Cube of force imprisons all inside.
Zeroball Burst of cold freezes everything in the area, trapping and damaging all within.
8 [Bigby's] Clenched Fist Large hand attacks your foes.
Mindquake Wave of force deals 10d4 damage/round to creatures within 20 feet of you.
Sunburst Blinds all within 10 feet, deals 3d6 points of damage.
9 Absolute Zero Burst of cold freezes the air itself solid, trapping and damaging all in area.
[Bigby's] Crushing Hand As Interposing Hand, but stronger.
Tsunami Creates a tidal wave in a large body of liquid, under your control.

Nomad (Psychoporation) Discipline Powers
1 Accuracy Creatures get +1 to melee attacks, +2 to ranged.
Inaccuracy Creatures get -1 to melee attacks, -2 to ranged.
Jump Subject gets bonus on Jump checks.
Psionic Redirection Moving object or creature changes direction.
2 Rope Trick Up to eight creatures hide in extradimensional space.
3 Alternate Reality Touched creature rerolls one result from previous round.
Blink You randomly vanish and reappear for 1 round/level.
Foil Tracer Target's Teleport powers cannot be tracked by Teleport Tracer for 1 minute/level.
4 Psionic Reality Ripple Extradimensional wave stuns and damages creatures and objects in a 5 foot/level radius burst.
[Thowchi's] Scramble Portal Randomize the destination of an interplanar portal.
Speed Zone Prevents anything in area from moving faster than the designated speed limit.
5 Passwall Breaches walls 1 foot thick/level.
[Leomund's] Secret Chest Hides expensive chest on the Ethereal Plane; you retrieve it at will.
6 Alter Occurrence As Alternate Reality, but with 1 reroll/3 levels to select from.
Mass Teleport As Teleport, but affects you and 1 other subject/3 levels.
Probability Mantle While in a state of unresolved probability, you have partial concealment and can reroll dice.
Repulsion Creatures cannot approach you.
7 Planar Projection Your consciousness travels to another plane.
Shadow Walk Step into shadow to travel rapidly.
Vanish As Teleport, but affects a touched object.
8 Binding Array of techniques to imprison a creature.
Straddle Plane Allows you to act in this plane with part of your life-force in another, granting immunities and powers based on the plane.
[Thowchi's] Teleport Scrambler Anything teleporting into or out of area goes to random destination instead.
Time Shift Shifts you and everything in a 10 foot radius around you up to 1 day/level into the future or past.
9 Collapse Probability As Alternate Reality, but you select which result happens out of all possible ones.
Refuge Alters item to transport its possessor to you.
Reverse Time One creature's actions and their effects over the previous 1-4 rounds are negated and reversed, as are its memories of that time.
Temporal Stasis Puts subject into suspended animation.

Seer (Clairsentience) Discipline Powers
1 Comprehend Languages You understand otherwise unknown languages.
Detect Magic Detects spells and magic items within 60 feet.
Detect Secret Doors Reveals hidden doors within 60 feet.
Detect Undead Reveals undead within 60 feet.
Distance Reveals exact distance between you and a named object or place.
[Hornung's] Guess Estimates number of individuals within a group.
Patternweave See the pattern in apparent randomness.
Predict Weather Accurately predict weather conditions for your area, up to 1 day/level into the future.
2 Locate Object Senses direction toward object (specific or type).
3 View Item Receive sensory impressions from an item familiar to you.
4 [Arcane] Psionic Eye Invisible floating eye moves 30 feet/round.
5 Contact Other Plane Ask question of extraplanar entity.
Dream Sends message to anyone sleeping.
Prying Eyes 1d4 floating eyes +1/level scout for you.
6 Legend Lore Learn tales about a person, place, or thing.
7 Vision As Legend Lore, but quicker and more strenuous.
8 -
9 -

Shaper (Metacreativity) Discipline Powers
1 Acidic Curse Acid damages, blinds enemy creature.
Chrysalis Coat subject with crystal that grants Damage Reduction.
Enchanting Flavor One meal tastes so good, diners look more favorably upon you.
Obscuring Mist Fog surrounds you.
2 [Melf's] Acid Arrow Ranged touch attack; 2d4 points of damage for 1 round + 1 round/3 levels.
Fog Cloud Fog obscures vision.
Glitterdust Blinds creatures, outlines invisible creatures.
Web Fills 20-foot radius spread with sticky spider webs.
3 Acid Burst Acid deals 1d3/level damage (max 10d3) in a 20-foot radius burst, then 2d6/round for 1 round/2 levels.
Sleet Storm Hampers vision and movement.
Stinking Cloud Nauseating vapors, 1 round/level.
Waterball Splash deals subdual damage.
4 [Evard's] Black Tentacles 1d4 +1/level tentacles grapple randomly within 15 feet.
Double Dimension Make a space bigger on the inside than the outside.
Psianimate Dead Creates undead skeletons and zombies which stay active as long as you have at least 1 power point in reserve.
Solid Fog Blocks vision and slows movement.
5 Cloudkill Kills 3 HD or less; 4 to 6 HD save or die.
Wall of Iron 30 hp/four levels; can topple onto foes.
Wall of Stone Creates a stone wall that can be shaped.
6 Acid Fog Fog deals acid damage.
7 Simulacrum Creates partially real double of a creature.
8 Stabilize Construct Make an Astral Construct permanent.
9 -

Telepath (Telepathy) Discipline Powers
1 Detect Worship You know the subject's true faith.
Guilt Cause a non-Good creature to pause for thought.
Mysterious Traveller Spread contagious, wild, and wildly inaccurate rumors about yourself.
Silent Image Creates minor illusion of your design.
2 Mental Disruption You confuse all in a 20-foot radius.
Minor Image As Silent Image, plus some sound.
Mirror Image Creates decoy duplicates of you (1d4 +1/three levels, max 8).
Scare Panics creatures of less than 6 HD (15-foot radius).
Static Veil Area resists scrying attempts.
[Tasha's] Hideous Laughter Subject loses actions for 1d3 rounds.
3 Fool's Speech Caster and 1 creature/level can speak nonsensical, untranslatable language for 1 hour/level.
Illusory Script Only intended reader can decipher.
Impossibile Task Subject won't even consider trying action you specify.
Major Image As Silent Image, plus sound, smell, and thermal effects.
4 Captivate Subject becomes docile in captivity and has no desire to escape.
Confusion Makes subject behave oddly for 1 round/level.
Emotional Barrier Wall of light and sound affects those that pass through it with a chosen Emotion effect, for up to 1 round/level.
Fear Subjects within cone flee for 1 round/level.
Planar Mindlink As Mindlink, but works across planar boundaries as well.
Illusory Wall Wall, ceiling, or floor looks real, but anything can pass through.
Inflict Continual Pain Your mental attack deals 3d6 damage per round.
5 False Vision Fools scrying with an illusion.
Feeblemind Subject's INT drops to 1.
Mirage Arcana As Hallucinatory Terrain, plus structures.
Nightmare Sends vision dealing 1d10 points of damage, fatigue.
Persistent Image As Major Image, but no concentration required.
Seeming Changes appearance of one person/two levels.
6 Coma Puts subject in a coma for 1 hour/level.
Geas/Quest As Lesser Geas, plus it affects any creature.
Permanent Image Includes sight, sound, and smell.
Programmed Image As Major Image, plus triggered by event.
Veil Changes appearance of group of creatures.
7 -
8 Antipathy Object or location affected by power repels certain creatures.
Demand As Sending, plus you can send Suggestion.
Screen Illusion hides area from vision, scrying.
Sympathy Object or location attracts certain creatures.
Trap the Soul Imprisons subject within gem.
9 Id Cascade Induce a mental death spiral in an intelligent creature.

Psychic Warrior Powers

1st Level
Accuracy Creatures get +1 to melee attacks, +2 to ranged.
Chrysalis Coat subject with crystal that grants Damage Reduction.
Inaccuracy Creatures get -1 to melee attacks, -2 to ranged.
Psionic Redirection Moving object or creature changes direction.
True Strike Adds +20 bonus to your next attack roll.

2nd Level
Glitterdust Blinds creatures, outlines invisible creatures.
Opposite Reaction Force missile retraces path of missile which was aimed at you.
Reach Increase the area you threaten by 5 feet.

3rd Level
Psychokinetic Blast You push your foe back with damage.
Wind Wall Deflects arrows, smaller creatures, and gases.

4th Level
Vibrate Touched creature or object vibrates violently for 1 round/level, impeding creatures and damaging objects.

5th Level
[Mordenkainen's] Faithful Hound Phantom dog can guard, attack.
Rigidity Victim gradually slows to a stop.

6th Level
Mislead Turns you invisible and creates illusory double.

Soulknife Powers

Powers from the Expanded Psionics Handbook are listed in red. Powers duplicating spells from the Player's Handbook are in blue, exactly as in the above lists.

1st Level
Biofeedback Gain Damage Reduction 2/-.
Body Equilibrium You can walk on nonsolid surfaces.
Catfall Instantly save yourself from a fall.
Chameleon Gain +10 enhancement bonus on Hide checks.
Disguise Self Changes your appearance.
Conceal Thoughts You conceal your motives.
Concealing Amorpha Quasi-real membrane grants you concealment.
Control Light Adjust ambient light levels.
Create Sound Create the sound you desire.
Destiny Dissonance Your dissonant touch sickens a foe.
Detect Psionics You detect the presence of psionics.
Dissipating Touch Touch deals 1d6 damage.
Distract Target gets -4 penalty on Listen, Search, Sense Motive, and Spot checks.
Empty Mind You gain +2 on Will saves until your next action.
Entangling Ectoplasm You entangle a foe in sticky goo.
Expeditious Retreat Your speed increases by 30 feet.
Force Screen Invisible disc provides +4 shield bonus to AC.
Id Insinuation Swift tendrils of thought disrupt and confuse your target.
Inertial Armor Tangible field of force provides you with +4 armor bonus to AC.
Inflict Pain Telepathic stab gives your foe -4 on attack rolls, or -2 if it makes the save.
Jump Subject gets bonus on Jump checks.
Matter Agitation You heat a creature or object.
Mental Dagger Deal 1d3 damage and sicken target for 1 round.
Mental Disruption Daze creatures within 10 feet for 1 round.
Mind Thrust Deal 1d10 damage.
Mysterious Traveller Spread contagious, wild, and wildly inaccurate rumors about yourself.
Precognition, Defensive Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive Gain +1 insight bonus on your attack rolls.
Prescience, Offensive Gain +2 insight bonus on your damage rolls.
Psionic Redirection Moving object or creature changes direction.
Synesthete You receive one kind of sense when another sense is stimulated.
True Strike +20 on your next attack roll.
[Nystul's] Undetectable Aura Masks psionic item's aura.

2nd Level
Animal Affinity Gain +4 enhancement to one ability.
Brain Lock Subject cannot move or take any mental actions.
Cloud Mind You erase knowledge of your presence from target's mind.
Dimension Slide Teleports you very short distance.
Dimension Swap You and ally or two allies switch positions.
Ego Whip Deal 1d4 CHA damage and daze for 1 round.
Empathic Tranfer, Hostile Your touch transfers your hurt to another.
Energy Push Deal 2d6 damage and knock subject back.
Energy Stun Deal 1d6 damage and stun target if it fails both saves.
Escape Detection You become difficult to detect with Clairsentience powers.
Evade Burst You take no damage from a burst on a successful Reflex save.
Feat Leech Borrow another's psionic or metapsionic feats.
Hustle Instantly gain a move action.
Maze of Reflection Gain +2 bonus on Will saves against mind-affecting effects until your next action, plus attackers may be dazed.
Mental Barrier Gain +4 deflection bonus to AC until your next action.
Pass Without Trace One subject/level leaves no tracks.
Prowess Instantly gain another attack of opportunity.
Recall Agony Foe takes 2d6 damage.
Strength of My Enemy Siphon away your enemy's strength and grow stronger.
Thought Shield Gain PR 13 against mind-affecting powers.
Ubiquitous Vision You have all-around vision.
Wall Walker Grants ability to walk on walls and ceilings.

3rd Level
Danger Sense You gain +4 bonus against traps.
Dimension Door Teleports you short distance.
Dispel Psionics Cancels psionic powers and effects.
Energy Adaptation Your body converts energy to harmless light.
False Sensory Input Subject sees what isn't there.
Freedom of Movement You cannot be held or otherwise rendered immobile.
Inertial Barrier Gain DR 5/-.
Intellect Fortress Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Mindlink, Thieving Borrow knowledge of a subject's power.
Psionic Blast Stun creatures in a 30-foot cone for 1 round.
Psychic Vampire Touch attack drains 2 power points/level from foe.
Schism Your partitioned mind can manifest lower-level powers.
Touchsight Your telekinetic field tells you where everything is.
Vampiric Blade You heal half your base weapon damage.
Weapon of Energy Weapon deals additional energy damage.

4th Level
Adapt Body Your body automatically adapts to hostile environments.
Aura Alteration Repairs psyche or makes subject seem to be something it is not.
Baleful Teleport Destructive teleport deals 9d6 damage.
Catapsi Psionic static inhibits power manifestation.
Emotional Wall Grant +4 bonus on Will saves to all behind the wall until your next action.
Leech Field Leech power points each time you make a saving throw.
Mind Blank, Personal You are immune to scrying and mental effects.
Mindwipe Subject's recent experiences wiped away, bestowing negative levels.
Moral Balance Deal 1d6+1 WIS damage and stun for 1d4 rounds.
Psychic Crush Brutally crush subject's mental essence, reducing it to -1 hit points.
Psychofeedback Boost STR, DEX, or CON at the expense of one or more other scores.
Second Chance Gain a reroll.
Shatter Mind Blank Cancels target's Mind Blank effect.
Temporal Acceleration Your time frame accelerates for 1 round.
Tower of Iron Will Grant PR 19 against mind-affecting powers to all creatures within 10 feet until your next turn.


New Warlock Invocations

Invocations are named differently by the three types of Warlock, even in cases where two or even all three types have the same one in mechanical terms. The Fiendish list is essentially unchanged from the one in Complete Arcane (but is listed below for completeness), and where invocations of the other two types match Fiendish Warlock invocations, they refer to the appropriate Fiendish invocations for ease of use. Invocations from Complete Arcane are listed in blue, regardless of whether or not the names change.
Invocations not listed in the Complete Arcane are fully described in the Spells & Powers Descriptions document.

Alienoid Warlock Invocations

Least Invocations
Adaptation Use Endure Elements (self only) as the spell.
Alien Logic As Beguiling Influence Fiendish invocation. Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Dimensional Assistance As Leaps and Bounds Fiendish invocation. Gain bonus on Balance, Jump, and Tumble checks.
Draw the Veil As Breath of the Night Fiendish invocation. Create a Fog Cloud as the spell.
Earthen Grasp As Fiendish invocation of the same name. Use Earthen Grasp as the spell.
Eldritch Spear As Fiendish invocation of the same name. Blast range increases to 250 feet.
Entangling Blast Target must make Reflex save or become Entangled.
Glimpse From Beyond Gain bonus on Knowledge (Arcana, Dungeoneering, the Planes, and Psionics) checks and the ability to use them untrained.
Hideous Blow As Fiendish invocation of the same name. Melee attack channels Eldritch Blast.
Lurker at the Threshold Bring a pseudonatural creature to your plane to fight for you.
Outer Strike Gain bonus on next attack roll.
Outer Vision Use Touch of Idiocy as the spell.
See the Unseen As Fiendish invocation of the same name. Gain See Invisibility as the spell and Darkvision.
Sickening Blast As Fiendish invocation of the same name. Target must make Fortitude save or become Sickened.
Tainted Cloud As Miasmic Cloud Fiendish invocation. Create a cloud of mist that grants Concealment and Fatigues those who enter.
Timeless Insight As Dark One's Own Luck Fiendish invocation. Gain a luck bonus on one type of save.
Walk the Border As Entropic Warding Fiendish invocation. Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.

Lesser Invocations
Arms of Plenty Grow extra pair of arms, and gain Multiweapon Fighting and Multiattack feats.
Dimensional Step As Flee the Scene Fiendish invocation. Use short-range Dimension Door as the spell, and leave behind a Major Image.
Disorienting Blast Target must make Fortitude save or be Dazed.
Displacement Use Displacement as the spell.
Eldritch Chain As Fiendish invocation of the same name. Blast jumps from initial target to secondary targets.
Energy of the Outer Spheres Go without food or water, and require less sleep.
Hellrime Blast As Fiendish invocation of the same name. Blast deals Cold damage, and target must make Fortitude save or take -4 penalty to DEX.
Ignore Gravity As Fell Flight Fiendish invocation. Gain a Fly speed with Good maneuverability.
Look Through Beyond Use Arcane Eye as the spell.
Stony Grasp As Fiendish invocation of the same name. Use Stony Grasp as the spell.
Thunderbolt Blast Blast deals Electricity damage, and target must make Fortitude save or take -4 penalty to WIS.
Undulant Innards Become immune to critical hits and Sneak Attacks.
Voidsense As Fiendish invocation of the same name. Gain Blindsense 30 feet.
Voracious Dispelling As Fiendish invocation of the same name. Use Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen As Fiendish invocation of the same name. Use Invisibility (self only) as the spell.

Greater Invocations
Bewitching Blast As Fiendish invocation of the same name. Target must make Will save or be Confused for 1 round.
Chilling Tentacles As Fiendish invocation of the same name. Use Evard's Black Tentacles as the spell, and deal extra Cold damage to creatures in the area.
Devour Magic As Fiendish invocation of the same name. Use targeted Greater Dispel Magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Distorting Blast As Noxious Blast Fiendish invocation. Target must make Fortitude save or be nauseated.
Eldritch Cone As Fiendish invocation of the same name. Blast takes the shape of a cone.
Ghostly Blast Blast deals Force damage, and can strike Incorporeal and ethereal targets with no miss chance.
Step Sideways Become ethereal for 5 rounds.
True Strike Use True Strike as the spell.
Verminous Influence As Tenacious Plague Fiendish invocation. Use Insect Plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Vitriolic Blast As Fiendish invocation of the same name. Blast ignores Spell Resistance and deals Acid damage for several rounds.
Warlock's Call As Fiendish invocation of the same name. Use Sending as the spell, but risk damage from recipient.

Outer (Supreme) Invocations
Alien Foresight As Dark Foresight Fiendish invocation. Use Foresight as the spell, and communicate telepathically with a close target of the effect.
Cross the Threshold Use Plane Shift as the spell, but no off-target arrival.
Distortion Armor Gain deflection bonus to AC.
Eldritch Doom As Fiendish invocation of the same name. Blast affects all enemies within 20 feet.
Mind Blank Use Mind Blank (self only) as the spell.
Pseudonatural Blast Blast ignores Spell Resistance, and target must make Will save or go permanently Insane.
Word of Changing As Fiendish invocation of the same name. Use Baleful Polymorph as the spell, but effect could become permanent.

Celestial Warlock Invocations

Least Invocations
Blessed Endurance Use Endure Elements (self only) as the spell.
Blessing of the Heavens As Dark One's Own Luck Fiendish invocation. Gain a luck bonus on one type of save.
Earthen Grasp As Fiendish invocation of the same name. Use Earthen Grasp as the spell.
Eldritch Spear As Fiendish invocation of the same name. Blast range increases to 250 feet.
Entangling Blast Target must make Reflex save or become Entangled.
Frightful Blast As Fiendish invocation of the same name. Target must make Will save or become Shaken.
Harmony of Nature As Entropic Warding Fiendish invocation. Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Hideous Blow As Fiendish invocation of the same name. Melee attack channels Eldritch Blast.
Holy Authority As Beguiling Influence Fiendish invocation. Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Lighten Feet As Leaps and Bounds Fiendish invocation. Gain bonus on Balance, Jump, and Tumble checks.
Personal Torch Use Continual Flame as the spell, but nonpermanent duration.
Protection From Evil Use Protection From Evil (self only) as the spell.
See the Unseen As Fiendish invocation of the same name. Gain See Invisibility as the spell and Darkvision.
Sky Shadow As Breath of the Night Fiendish invocation. Create a Fog Cloud as the spell.
Summon Swarm As Fiendish invocation of the same name. Use Summon Swarm as the spell.
Sunmotes Use Glitterdust as the spell, but without blinding.
Truename Utterance Speak target's True Name among the Words of Creation, and reduce either its Spell Resistance or Damage Reduction.

Lesser Invocations
Angel's Wings As Fell Flight Fiendish invocation. Gain a Fly speed with Good maneuverability.
Blood of the Martyr Heal target at range by taking damage yourself.
Brimstone Blast As Fiendish invocation of the same name. Blast deals Fire damage, and target must make Reflex save or catch fire.
Charm As Fiendish invocation of the same name. Cause a single creature to regard you as a friend.
Discern Lies Use Discern Lies as the spell.
Eldritch Chain As Fiendish invocation of the same name. Blast jumps from initial target to secondary targets.
Personal Sun Use Daylight as the spell.
Remove Curse Use Remove Curse (self only) as the spell.
Silencing Blast Target must make Will save or be both Silenced and Deafened for 1 round.
Stony Grasp As Fiendish invocation of the same name. Use Stony Grasp as the spell.
Sustaining Glow Go without food or water, and require less sleep.
Thunderbolt Blast Blast deals Electricity damage, and target must make Fortitude save or take -4 penalty to WIS.
Voidsense As Fiendish invocation of the same name. Gain Blindsense 30 feet.
Voracious Dispelling As Fiendish invocation of the same name. Use Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen As Fiendish invocation of the same name. Use Invisibility (self only) as the spell.

Greater Invocations
Bewitching Blast As Fiendish invocation of the same name. Target must make Will save or be Confused for 1 round.
Blistering Radiance Use Blistering Radiance as the spell.
Devour Magic As Fiendish invocation of the same name. Use targeted Greater Dispel Magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Eldritch Cone As Fiendish invocation of the same name. Blast takes the shape of a cone.
Ghostly Blast Blast deals Force damage, and can strike Incorporeal and ethereal targets with no miss chance.
Glorious Blast As Noxious Blast Fiendish invocation. Target must make Fortitude save or be nauseated.
Holy Avoidance Use Repulsion as the spell.
Nature's Revenge As Tenacious Plague Fiendish invocation. Use Insect Plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Repelling Blast As Fiendish invocation of the same name. Target must make Reflex save or be knocked back.
Wall of Perilous Flame As Fiendish invocation of the same name. Create a Wall of Fire as the spell, but half the damage from the wall results from supernatural power.
Warlock's Call As Fiendish invocation of the same name. Use Sending as the spell, but risk damage from recipient.

Empyreal (Supreme) Invocations
Celestial Foresight As Dark Foresight Fiendish invocation. Use Foresight as the spell, and communicate telepathically with a close target of the effect.
Eldritch Doom As Fiendish invocation of the same name. Blast affects all enemies within 20 feet.
Empyreal Blast Target must make Will save or be paralyzed, and is automatically blinded.
Mind Blank Use Mind Blank (self only) as the spell.
Regrowth Gain Regeneration 1, and the ability to reattach limbs.
Retributive Invisibility As Fiendish invocation of the same name. Use Greater Invisibility (self only) as the spell, deals damage in a burst if dispelled.
True Seeing Use True Seeing (self only) as the spell.

Fiendish Warlock Invocations

Least Invocations
Baleful Utterance Speak word of Dark Speech and shatter objects as the Shatter spell.
Beguiling Influence Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Breath of the Night Create a Fog Cloud as the spell.
Dark One's Own Luck Gain a luck bonus on one type of save.
Darkness Use Darkness as the spell.
Devil's Sight See normally in darkness and magical darkness.
Earthen Grasp Use Earthen Grasp as the spell.
Eldritch Spear Blast range increases to 250 feet.
Entropic Warding Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Frightful Blast Target must make Will save or become Shaken.
Hideous Blow Melee attack channels Eldritch Blast.
Leaps and Bounds Gain bonus on Balance, Jump, and Tumble checks.
Miasmic Cloud Create a cloud of mist that grants Concealment and Fatigues those who enter.
See the Unseen As Fiendish invocation of the same name. Gain See Invisibility as the spell and Darkvision.
Sickening Blast Target must make Fortitude save or become Sickened.
Spiderwalk Gain Spider Climb as the spell.
Summon Swarm Use Summon Swarm as the spell.

Lesser Invocations
Beshadowed Blast Target must make Fortitude save or become Blinded for 1 round.
Brimstone Blast Blast deals Fire damage, and target must make Reflex save or catch fire.
Charm Cause a single creature to regard you as a friend.
Curse of Despair Curse one creature as the Bestow Curse spell, or hinder its attacks.
The Dead Walk Create undead as the Animate Dead spell.
Eldritch Chain Blast jumps from initial target to secondary targets.
Fell Flight Gain a Fly speed with Good maneuverability.
Flee the Scene Use short-range Dimension Door as the spell, and leave behind a Major Image.
Hellrime Blast Blast deals Cold damage, and target must make Fortitude save or take -4 penalty to DEX.
Hungry Darkness Create shadows filled with a swarm of bats.
Stony Grasp Use Stony Grasp as the spell.
Voidsense Gain Blindsense 30 feet.
Voracious Dispelling Use Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen Use Invisibility (self only) as the spell.
Wall of Gloom Use Wall of Gloom as the spell.

Greater Invocations
Bewitching Blast Target must make Will save or be Confused for 1 round.
Chilling Tentacles Use Evard's Black Tentacles as the spell, and deal extra Cold damage to creatures in the area.
Devour Magic Use targeted Greater Dispel Magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Eldritch Cone Blast takes the shape of a cone.
Enervating Shadow Gain Total Concealment in dark areas and impose a STR penalty on adjacent living creatures.
Noxious Blast Target must make Fortitude save or be nauseated.
Repelling Blast Target must make Reflex save or be knocked back.
Tenacious Plague Use Insect Plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Vitriolic Blast Blast ignores Spell Resistance and deals Acid damage for several rounds.
Wall of Perilous Flame Create a Wall of Fire as the spell, but half the damage from the wall results from supernatural power.
Warlock's Call Use Sending as the spell, but risk damage from recipient.

Dark (Supreme) Invocations
Dark Discorporation Become a swarm of batlike shadows, gaining many benefits of the Swarm subtype.
Dark Foresight Use Foresight as the spell, and communicate telepathically with a close target of the effect.
Eldritch Doom Blast affects all enemies within 20 feet.
Path of Shadow Use Shadow Walk as the spell and speed up natural healing.
Retributive Invisibility Use Greater Invisibility (self only) as the spell, deals damage in a burst if dispelled.
Utterdark Blast Target must make Fortitude save or gain two negative levels.
Word of Changing Use Baleful Polymorph as the spell, but effect could become permanent.